Commodifying Scarcity: Society, Struggle, and Spectacle in World of Warcraft

Kevin Moberly
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引用次数: 4

Abstract

Overrun by monsters and tyrants, and ravaged by fanaticism, excess, and greed, World of Warcraft offers players a chance to struggle metaphorically against that which oppresses them: the excesses of late capitalism as they are represented by the game’s spectacular antagonisms. In order to take advantage of this opportunity, however, players must employ the very thing through which their oppression is manifested. Interpellated into the game as fetishized images, players must construct themselves and function in accordance with the limitations imposed upon them by the race and class of their characters. Players, as such, are incorporated into World of Warcraft’s spectacle even as they struggle against it. What World of Warcraft sells players is thus not liberation and fulfillment, but more of the same: a spectacular version of the present tense in which the race- and class-based antagonisms that define the status quo of late capitalism are represented as magical and fantastic. In approaching World of Warcraft in these terms, this article attempts to understand how the game commodifies struggle, not only securing the consent of players to produce themselves and perform as subjects, but in doing so, reproducing the illusion in which the society of World of Warcraft’s spectacle is manifested: the illusion that the spectacular hierarchies and inequalities of late capitalism are natural and inevitable rather than socially constructed.
稀缺性商品化:《魔兽世界》中的社会、斗争和奇观
怪物和暴君横行,狂热、过度和贪婪肆虐,《魔兽世界》为玩家提供了一个与压迫他们的东西作斗争的机会:晚期资本主义的过度行为,正如游戏中引人注目的对抗所代表的那样。然而,为了利用这一机会,玩家必须使用能够体现他们所受压迫的东西。在游戏中,玩家必须按照角色的种族和阶级所施加的限制来构建自己并发挥作用。同样,玩家也融入了《魔兽世界》的奇观中,即使他们与之抗争。因此,《魔兽世界》卖给玩家的不是解放和满足,而更多的是相同的东西:一种现在时的壮观版本,在这种现在时中,定义晚期资本主义现状的基于种族和阶级的对抗被表现为神奇和梦幻。在用这些术语来描述《魔兽世界》时,本文试图理解游戏商品是如何挣扎的,不仅确保玩家同意生产自己并作为主体进行表演,而且在这样做的过程中,再现了《魔兽世界》社会奇观所体现的幻觉:晚期资本主义壮观的等级制度和不平等是自然和不可避免的,而不是社会建构的幻觉。
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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CiteScore
0.90
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