Persuasive Qualities of Games as an Artistic Medium with a Social Function

A. García Martínez
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Abstract

People who are not in the game world often comment that they will numb players, rob them of any sense of empathy and create a generation of isolated and antisocial loners. In this article we will try to affirm the opposite: that games can play a powerful role in the creation of empathy, as well as other positive emotional experiences thanks to their own structural processes and how this empathy is the necessary one to make up for the lack of involvement of society in artistic creation. We will deal with the persuasive properties of games as media and what differentiates them from other media. Also, we will explain what these qualities of the games can bring to the activist and social art.
游戏作为一种具有社交功能的艺术媒介的说服力
不属于游戏世界的人经常评论说,这些游戏会让玩家麻木,剥夺他们的同情心,创造出一代孤立的、反社会的孤独者。在本文中,我们将试图确认相反的观点:游戏可以在创造共情以及其他积极的情感体验中发挥强大的作用,这要归功于它们自己的结构过程,以及这种共情是如何弥补艺术创作中缺乏社会参与的必要因素。我们将讨论游戏作为媒体的说服力属性以及它们与其他媒体的区别。同时,我们也会解释游戏的这些特质会给激进分子和社交艺术带来什么。
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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