Crafting is So Hardcore: Masculinized Making in Gaming Representations of Labor

Anne Sullivan, Mel Stanfill, Anastasia Salter
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引用次数: 1

Abstract

In this paper we examine the representation of crafts in video games, particularly in “crafting systems” – collections of mechanics that are described as crafting within a game's narrative. Real world crafting practitioners value creativity, expression, and mastery of material, but the act of crafting itself is often viewed by society as reproductive, feminized labor and therefore devalued. Because of this, crafting systems in games have been designed to more closely resemble masculinized, productive labor in the form of repetitive, manufacturing-like mechanics. These representational choices persist even across games lauded for their crafting systems, as our analysis demonstrates. Through an examination of both user-generated tutorials and game mechanics for three games that frequently appear on “best crafting games” lists, we show that games persist in devaluing the reproductive labor of crafting, reducing creative expression and material mastery to marginal and repetitive tasks while catering to the palates of masculine gamers by emphasizing stats-driven progression rather than creative making.
制作是如此硬核:游戏中的男性化劳动表现
在本文中,我们将研究电子游戏中手工艺的表现,特别是在“锻造系统”中——在游戏叙述中被描述为锻造的机制集合。现实世界的手工艺从业者重视创造力、表达和对材料的掌握,但手工艺本身的行为经常被社会视为繁殖性的、女性化的劳动,因此被贬低了。正因为如此,游戏中的锻造系统被设计得更像男性化的生产性劳动,呈现出重复的、制造式的机制。正如我们的分析所示,这些代表性选择甚至存在于那些因锻造系统而备受赞誉的游戏中。通过对三款经常出现在“最佳制作游戏”榜单上的游戏的用户生成教程和游戏机制的研究,我们发现游戏一直在贬低制作的重复性劳动,将创造性表达和材料掌握减少为边缘和重复的任务,同时通过强调数据驱动的进程而不是创造性制作来迎合男性玩家的偏好。
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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