{"title":"简介:美国游戏研究","authors":"Patrick Jagoda, Jennifer A. Malkowski","doi":"10.1215/00029831-9696959","DOIUrl":null,"url":null,"abstract":"In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Introduction: American Game Studies\",\"authors\":\"Patrick Jagoda, Jennifer A. Malkowski\",\"doi\":\"10.1215/00029831-9696959\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);\",\"PeriodicalId\":45756,\"journal\":{\"name\":\"AMERICAN LITERATURE\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.6000,\"publicationDate\":\"2022-01-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AMERICAN LITERATURE\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1215/00029831-9696959\",\"RegionNum\":3,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LITERATURE, AMERICAN\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AMERICAN LITERATURE","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1215/00029831-9696959","RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LITERATURE, AMERICAN","Score":null,"Total":0}
In 2017, the American game designer Momo Pixel released the single-player, browser-based game Hair Nah. In this game, you play as Aeva, a Black woman taking trips to locations that include Osaka, Havana, and the Santa Monica Pier. As you move through levels on your journey—a taxi ride, airport security, sitting on the plane—you must slap away increasingly aggressive white hands that reach into the frame to touch your hair. Though Hair Nah taps into the genre of a casual button-mashing game, this interactive experience also explores the topic of microaggressions via unwanted hair touching. If you slap away enough hands on your travels, you reach a screen welcoming you to your destination with the message “YOU WIN!” but the caveat, “The game is over, but this experience isn’t. This is an issue that black women face daily. So a note to those who do it STOP THAT SHIT.” How did video games move from a medium oriented toward adolescent male consumers and characterized by violent actions, such as shooting or fighting, to one that could also accommodate a playfully serious and cathartic exploration of a Black woman defending herself against racist bodily intrusions? Though video games still privilege violent mechanics and are far from diverse, especially in terms of designers and developers in the industry, the early twenty-first century has seen an expansion of the form of, and the culture surrounding, games. This has included a proliferation of game genres: puzzleplatforms (a hybrid that combines spatial or cognitive puzzles with jumps across platforms as in Super Mario Bros. [Nintendo, 1983]); survival horror games (action-adventure games in which the player must persist in a threatening environment without adequate resources);
期刊介绍:
American Literature has been regarded since its inception as the preeminent periodical in its field. Each issue contains articles covering the works of several American authors—from colonial to contemporary—as well as an extensive book review section; a “Brief Mention” section offering citations of new editions and reprints, collections, anthologies, and other professional books; and an “Announcements” section that keeps readers up-to-date on prizes, competitions, conferences, grants, and publishing opportunities.