“Too Easy” or “Too Much”? (Re)imagining Protagonistic Enhancement through Machine Vision in Video Games

Ragnhild Solberg
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引用次数: 1

Abstract

This article explores how video games that valorize techno-masculine imaginaries of superhuman domination also present humans as depending on computational and non-human agencies to succeed. Through close readings of Call of Duty 4: Modern Warfare (Infinity Ward 2007) and Cyberpunk 2077 (CD Projekt Red 2020), I illustrate the close connection between machine vision and militarized visions of domination and agency. The analyses show how beyond-human vision enhances player characters and players, complicating the human-machine relationship in the process. Video games can build on and feed into anthropocentric and masculinist narratives. This article demonstrates how even when the technology appears to support these fantasies of human control, there are moments when it takes over or otherwise disrupts the god-like interventions of the human. By analyzing failures, glitches, and the consistent machine participation in the assemblage, I unpack explicit cases of machine agency as part of a broader assemblage, revealing a more complex power dynamics than those that are initially presented to the player. In doing so, this article demonstrates how the superhuman machine vision was never exclusively human to begin with. Understanding vision and agency as shared with machines both enables and complicates fantasies of dominance in video games.
“太容易”还是“太多”?(重新)通过电子游戏中的机器视觉来想象主角的增强
这篇文章探讨了电子游戏是如何将技术男性化的超人统治想象变为现实,并将人类呈现为依赖计算和非人类机构来取得成功的。通过仔细阅读《使命召唤4:现代战争》(Infinity Ward 2007)和《赛博朋克2077》(CD Projekt Red 2020),我阐述了机器视觉与统治和代理的军事化愿景之间的密切联系。分析表明,超越人类的视觉如何增强玩家角色和玩家,并在此过程中使人机关系复杂化。电子游戏可以建立在人类中心主义和男性主义叙事的基础上。这篇文章展示了即使技术似乎支持这些人类控制的幻想,也有一些时刻它会接管或以其他方式破坏人类的上帝般的干预。通过分析组合中的故障、小故障和一致的机器参与,我将机器代理作为更广泛组合的一部分进行了明确的分析,揭示了比最初呈现给玩家的更复杂的权力动态。在此过程中,本文演示了超人机器视觉如何从一开始就不完全是人类的。理解与机器共享的视觉和代理,既使电子游戏中的统治幻想变得可能,也使其变得复杂。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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