Avant-Garde, Emergency, and Digital Games Discourse

A. Prokopek
{"title":"Avant-Garde, Emergency, and Digital Games Discourse","authors":"A. Prokopek","doi":"10.4467/20843860pk.22.038.17092","DOIUrl":null,"url":null,"abstract":"What may be considered as the greatest emergency in the contemporary world is the lack of a sense of emergency; the prevailing feeling that everything is fine, that, despite ongoing crises, we live in the only acceptable system, and it is impossible to imagine any alternative to it. Mainstream digital games, by offering repetitive, standardised, and predictable forms of gameplay, by focusing on technological advancement, and by exploiting workers in large corporations, became a part of that emergency. According to Santiago Zabala, what is needed to recover the sense of emergency and to break through contemporary complacency, is an “aesthetic force,” a disruptive artistic shock. What is proposed in this article is the possibility of considering the avant-garde as an aesthetical force in the field of videogames; a force that shocks the player and demands something more than a simple contemplation. As presented by game scholars, avant- -garde videogames (through formal experimentation and political intervention) open the medium, and propose games that object to standardised, mindless repetition. Avant-garde games proclaim new ways of playing, accept diversity that opposes the stereotypical image of a player as a white, heterosexual male, and propose new kinds of engagement with the outside world. They tend to “remove the automatism of the perception” by disrupting players’ engagement and through disclosure of the system. To achieve that, avant-garde videogames break through the category of flow, problematize notions of videogame hermeneutic and interrupt the feeling of immersion.","PeriodicalId":187788,"journal":{"name":"Przegląd Kulturoznawczy","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Przegląd Kulturoznawczy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4467/20843860pk.22.038.17092","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

What may be considered as the greatest emergency in the contemporary world is the lack of a sense of emergency; the prevailing feeling that everything is fine, that, despite ongoing crises, we live in the only acceptable system, and it is impossible to imagine any alternative to it. Mainstream digital games, by offering repetitive, standardised, and predictable forms of gameplay, by focusing on technological advancement, and by exploiting workers in large corporations, became a part of that emergency. According to Santiago Zabala, what is needed to recover the sense of emergency and to break through contemporary complacency, is an “aesthetic force,” a disruptive artistic shock. What is proposed in this article is the possibility of considering the avant-garde as an aesthetical force in the field of videogames; a force that shocks the player and demands something more than a simple contemplation. As presented by game scholars, avant- -garde videogames (through formal experimentation and political intervention) open the medium, and propose games that object to standardised, mindless repetition. Avant-garde games proclaim new ways of playing, accept diversity that opposes the stereotypical image of a player as a white, heterosexual male, and propose new kinds of engagement with the outside world. They tend to “remove the automatism of the perception” by disrupting players’ engagement and through disclosure of the system. To achieve that, avant-garde videogames break through the category of flow, problematize notions of videogame hermeneutic and interrupt the feeling of immersion.
前卫、紧急和数字游戏论述
当代世界最大的危机可能是缺乏危机感;人们普遍认为一切都很好,尽管危机不断,但我们生活在唯一可以接受的体系中,不可能想象有任何替代方案。主流数字游戏通过提供重复的、标准化的、可预测的游戏形式,通过关注技术进步,通过剥削大公司的工人,成为了紧急状态的一部分。圣地亚哥-萨巴拉(Santiago Zabala)认为,要恢复紧急感,打破当代的自满情绪,需要的是一种 "美学力量",一种破坏性的艺术冲击。本文提出的是将前卫视为电子游戏领域中的一种美学力量的可能性;这种力量会震撼玩家,并要求玩家不只是简单地沉思。正如游戏学者所言,前卫电子游戏(通过形式实验和政治干预)开放了游戏媒介,并提出了反对标准化、无意识重复的游戏。前卫游戏宣扬新的游戏方式,接受多样性,反对玩家是白人异性恋男性的刻板印象,并提出与外部世界接触的新方式。它们倾向于通过扰乱玩家的参与和揭露系统来 "消除感知的自动化"。为了实现这一目标,前卫电子游戏突破了 "流 "的范畴,对电子游戏诠释学的概念提出了质疑,并打断了沉浸感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信