《冷战不会发生:非西方电子游戏中的冷战

IF 0.3 0 FILM, RADIO, TELEVISION Studies in Eastern European Cinema Pub Date : 2022-05-06 DOI:10.1080/2040350X.2022.2071521
Regina Seiwald, Alex Wade
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引用次数: 0

摘要

本文探讨了西方以外的电子游戏是如何描绘冷战的。以鲍德里亚的象征交换与模拟双螺旋理论为理论框架,描述了西方国家超真实的生成。超真实直接与福利和战争状态下的机器联系在一起,这使得冷战成为一场永远不可能打的战争。虽然这些机器和它们所属的知识工厂为西方、东欧和其他地区的战争提供了有趣的替代方案,它们位于西方的超真实之外,但它们提供了一个机会,让我们通过数字技术和东方集团的垮台结合在一起的某个历史时刻,回忆和模拟人类对压迫者不人道的经历。在这个空间中,来自东欧和亚洲的电子游戏在其形式、功能、内容、发行和传递方面受到质疑,非西方电子游戏被定位为技术圈的可行替代方案,最终将世界吞没在其整体现实中,这是一场不可能发生的战争的间接产物。
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The Cold War Will Not Take Place: The Cold War in Non-Western Videogames
Abstract This paper examines how the Cold War was depicted in videogames from outside the West. Using Jean Baudrillard’s double spiral of symbolic exchange and simulation as its theoretical framework, it describes the generation of the hyperreal in Western countries. The hyperreal is directly tied to machines in the welfare and warfare state that made the Cold War a battle that could never be fought. While these machines and the knowledge factories of which they were a part offered ludic alternatives to war in the West, in Eastern Europe and beyond, sitting outside of the Western hyperreal, they offer an opportunity to recollect and model human experiences of the inhumanities of their oppressors, through a certain point in history where digital technology and the downfall of the Eastern bloc coalesced. In this space, videogames from across Eastern Europe and Asia are interrogated in their form, function, content, distribution, and delivery to position non-Western videogames as offering a viable alternative to the technosphere that eventually swallows the world in its integral reality, indirect products of a war that could not take place.
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来源期刊
Studies in Eastern European Cinema
Studies in Eastern European Cinema Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.50
自引率
0.00%
发文量
34
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