Imperial Play

Rachel Lara van der Merwe
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引用次数: 1

Abstract

In this article, I propose the theory of imperial play as a tool with which scholars can expose ideologies embedded into video games and video game culture and industry. While representation-oriented theories and methodologies help scholars think about the visual and narrative components of a game, analysis of representation fails scholars when we examine video games as simulations. With imperial play, I reimagine Laura Mulvey's male gaze through the lens of post-colonial theory and through Ian Bogost's concept of procedural rhetoric. While I acknowledge two key participants in the practice of imperial play, the game developer and game player, within this article, I demonstrate the framework by focusing on the experience of the player. Using examples from popular console and PC video games, I analyze embedded colonial attitudes within game missions, within the nature of the avatar, within the construction of the gamescape, and in regard to non-playable characters (NPCs).
帝国玩
在这篇文章中,我提出了帝王游戏理论作为一种工具,学者们可以用它来揭示嵌入电子游戏、电子游戏文化和产业中的意识形态。虽然以表征为导向的理论和方法有助于学者思考游戏的视觉和叙事成分,但当我们将电子游戏视为模拟时,对表征的分析却会让学者们感到失望。通过帝国戏剧,我通过后殖民理论和Ian Bogost的程序修辞概念重新想象了Laura Mulvey的男性凝视。虽然我承认在帝国游戏实践中有两个关键参与者,即游戏开发者和游戏玩家,但在本文中,我将通过关注玩家的体验来展示这个框架。以流行的主机和PC电子游戏为例,我分析了游戏任务、角色性质、游戏逃生结构以及非可玩角色(npc)中嵌入的殖民态度。
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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