This Is Not a Game: Violent Video Games, Sacred Space, and Ritual

Rachel Wagner
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引用次数: 2

Abstract

Some things have to be believed to be seen.-Ralph HodgsonVideo games, especially those with religious content, create something similar to sacred space. They can, like sacred spaces, provide a sense of orientation via the assumption of an ordered cosmos with predictable rules. They too can frame discrete spatial elements, and sometimes even attempt to map the rules of the circumscribed space onto reality. They focus desire by presenting us with a symbolic arena in which designers have predetermined how things should work. In those video games that intersect directly with religion via symbolism or depiction of real sacred space, the game itself also often functions as a sort of sacred space, with many of the same features and symbolic, ideological functions. If the deliberate circumscribing of space is a means by which humans map order onto reality, then looking at video games as having ritual and spatial components seems an apt means of uncovering their ideological potential.In the middle of the twentieth century, long before video games were even imagined as a mode of popular entertainment, religious theorist Mircea Eliade argued that the recognition of the "sacred" within the "profane" world is a kind of order-making activity, offering a "hierophany" that reveals "an absolute fixed point, a center" within otherwise chaotic space (21). For Eliade, "to organize a space is to repeat the paradigmatic work of the gods" (32). The creation and maintenance of sacred space is a way of rejecting the chaos of ordinary life, of symbolically arguing instead for an ordered cosmos, represented symbolically by the ordered area of the sacred space itself set apart from the rest of life. Much more recently, media theorist Ken Hillis has expressed a similar sentiment about virtual reality's ability to induce our sense of desire, transcendence, and the ideal. Hillis notes an idealization of virtual reality, marked by "a widespread belief that space (understood variously as distance, extension, or orientation) constitutes something elemental." Virtual reality lulls us into thinking that the space behind the screen is real, since it "reflects support for a belief that because light illuminates space it may therefore produce space a priori." The illusion of space registers for us as real space. As a result, says Hillis, users of virtual reality "may experience desire or even something akin to a moral imperative to enter into virtuality where space and light ...have become one immaterial 'wherein.'" We are motivated by the desire for a "sense of entry into the image" and encouraged to view the screen and its mechanisms as a "transcendence machine" or "subjectivity enhancer," that "works to collapse distinctions between the conceptions built into virtual environments by their developers and the perceptive faculties of users" ("Modes of Digital Identification" 349). That is, the technology encourages us to see virtual reality as more "real" than reality.Brenda Brasher similarly observes in cyberspace what she calls "omnitemporality," that is, "the religious idea of eternity as perpetual persistence" (52). Although the notion of "omnitemporality" first manifested as a religious notion, the "concrete expression or materialization of the monks' concept of eternity," it finds new expression today in wired culture. Cyberspace, like the religious notion of the infinite, "is always present." It mimics much older ideas about heaven, since "whatever exists within [cyberspace] never decays. Whatever is expressed in [it] ... is perpetually expressed ... the quasi-mystical appeal that cyberspace exudes stems from this taste of eternity that it imparts to those who interact with it" (52). Virtual reality proposes a means of crossing beyond the vicissitudes of ordinary life into an "immaterial 'wherein'" of imagined permanence and the fulfillment of dreams. Virtual reality promises, at times, to work as a kind of sacred space itself.1 Hillis and Brasher are speaking of virtual reality in its most general sense, as a sort of imagined ideal space behind the screen. …
《这不是游戏:暴力电子游戏、神圣空间和仪式
有些事只有相信才能看见。电子游戏,尤其是那些带有宗教内容的游戏,创造了一些类似于神圣空间的东西。它们可以像神圣的空间一样,通过假设一个具有可预测规则的有序宇宙来提供方向感。他们也可以构建离散的空间元素,有时甚至试图将受限空间的规则映射到现实中。他们通过向我们展示一个象征性的舞台来集中欲望,在这个舞台上,设计师已经预先确定了事物应该如何运作。在那些通过象征主义或对真实神圣空间的描绘直接与宗教相交的电子游戏中,游戏本身也经常充当某种神圣空间,具有许多相同的特征和象征、意识形态功能。如果说刻意划定空间是人类将秩序映射到现实的一种手段,那么将电子游戏视为具有仪式和空间成分的一种揭示其意识形态潜力的恰当手段。在20世纪中期,早在电子游戏被想象成一种流行娱乐模式之前,宗教理论家Mircea Eliade就认为,在“世俗”世界中承认“神圣”是一种秩序创造活动,提供了一种“神灵”,在混乱的空间中揭示了“绝对的固定点和中心”(21)。对于Eliade来说,“组织一个空间就是重复神的范例工作”(32)。神圣空间的创造和维护是一种拒绝日常生活混乱的方式,象征性地主张一个有序的宇宙,象征性地表现为神圣空间本身的有序区域与生活的其他部分分开。最近,媒体理论家肯·希利斯(Ken Hillis)也表达了类似的观点,认为虚拟现实能够激发我们的欲望、超越感和理想感。希利斯注意到虚拟现实的理想化,其标志是“一种普遍的信念,即空间(被理解为距离、延伸或方向)构成了某种基本的东西。”虚拟现实让我们误以为屏幕后面的空间是真实的,因为它“反映了一种信念的支持,即由于光线照亮了空间,因此可能会先验地产生空间。”对我们来说,空间的幻觉就是真实的空间。因此,希利斯说,虚拟现实的用户“可能会体验到进入虚拟世界的欲望,甚至是某种类似于道德上的要求……变成了一个非物质的。我们的动机是渴望一种“进入图像的感觉”,并被鼓励将屏幕及其机制视为“超越机器”或“主观性增强器”,“它的作用是消除开发者建立在虚拟环境中的概念与用户感知能力之间的区别”(“数字识别模式”349)。也就是说,这项技术鼓励我们把虚拟现实看得比现实更“真实”。布伦达·布拉舍同样在网络空间中观察到她所谓的“全时性”,也就是说,“将永恒视为永恒的宗教观念”(52)。尽管“全时性”的概念最初是作为一种宗教概念,即“僧侣永恒概念的具体表达或物质化”,但它在今天的有线文化中找到了新的表达方式。网络空间,就像宗教的无限概念一样,“永远存在”。它模仿了关于天堂的更古老的想法,因为“任何存在于(网络空间)中的东西都不会腐烂。”无论[它]表达了什么……一直在表达……网络空间散发出的准神秘魅力源于它赋予那些与之互动的人永恒的味道”(52)。虚拟现实提出了一种超越日常生活的沧桑的方法,进入一种“非物质的”,在那里“想象的永恒和梦想的实现”。有时,虚拟现实技术本身就可以成为一种神圣的空间Hillis和Brasher从最一般的意义上说,虚拟现实是一种想象中的屏幕后面的理想空间。...
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