Emergent precariousness: Video game modding in the context of a decolonial philosophy of technology

José Messias
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引用次数: 1

Abstract

This paper reflects on the political aspect of game modding in Brazil through a case study of local private servers of World of Warcraft (Blizzard, 2004-) and the Brazukas mod of Pro Evolution Soccer (PES, Konami, 2001-). These regional PC modding initiatives started as a form of conditioned access to the games and the global community/market around them and became active forms of participation and intervention that shaped gaming in general in the country. Following their traces on social media, interviewing some of the key stakeholders and playing the mods, I argue that precariousness is a central aspect of both the final product and their assemblage. This paper documents these processes as a decolonial approach to technology that addresses the socioeconomical context of scarcity, but ultimately leads to a larger epistemological critique.
涌现的不稳定性:非殖民化技术哲学背景下的电子游戏建模
本文通过对《魔兽世界》(Blizzard, 2004-)的本地私服和《Pro Evolution Soccer》(PES, Konami, 2001-)的Brazukas模式的案例研究,反映了巴西游戏建模的政治层面。这些地区性的PC改装计划最初是作为一种有条件的游戏和全球社区/市场的访问形式,并逐渐成为一种积极的参与和干预形式,从而塑造了整个国家的游戏。跟随他们在社交媒体上的踪迹,采访一些关键的利益相关者并玩mod,我认为不稳定性是最终产品及其组合的核心方面。本文将这些过程记录为解决稀缺的社会经济背景的非殖民化技术方法,但最终导致更大的认识论批判。
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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