{"title":"多样性并不是一个双赢的条件","authors":"Tara Fickle, Christopher B. Patterson","doi":"10.1080/15295036.2022.2080852","DOIUrl":null,"url":null,"abstract":"ABSTRACT This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”","PeriodicalId":47123,"journal":{"name":"Critical Studies in Media Communication","volume":null,"pages":null},"PeriodicalIF":1.1000,"publicationDate":"2022-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Diversity is not a win-condition\",\"authors\":\"Tara Fickle, Christopher B. Patterson\",\"doi\":\"10.1080/15295036.2022.2080852\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”\",\"PeriodicalId\":47123,\"journal\":{\"name\":\"Critical Studies in Media Communication\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.1000,\"publicationDate\":\"2022-05-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Critical Studies in Media Communication\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1080/15295036.2022.2080852\",\"RegionNum\":2,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Critical Studies in Media Communication","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1080/15295036.2022.2080852","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
ABSTRACT This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”
期刊介绍:
Critical Studies in Media Communication (CSMC) is a peer-reviewed publication of the National Communication Association. CSMC publishes original scholarship in mediated and mass communication from a cultural studies and/or critical perspective. It particularly welcomes submissions that enrich debates among various critical traditions, methodological and analytical approaches, and theoretical standpoints. CSMC takes an inclusive view of media and welcomes scholarship on topics such as • media audiences • representations • institutions • digital technologies • social media • gaming • professional practices and ethics • production studies • media history • political economy. CSMC publishes scholarship about media audiences, representations, institutions, technologies, and professional practices. It includes work in history, political economy, critical philosophy, race and feminist theorizing, rhetorical and media criticism, and literary theory. It takes an inclusive view of media, including newspapers, magazines and other forms of print, cable, radio, television, film, and new media technologies such as the Internet.