7. Video games and the engaged citizen : On the ambiguity of digital play

I. Hoofd
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引用次数: 2

Abstract

This chapter questions how video games may aid civic engagement by youths. It does so by critically examining recent empirical findings on this topic, noting that such findings are often couched in a too optimistic view of the possibilities for civic engagement through games. It backs up this claim by connecting digital play with informational capitalism, proposing that this analytical connection should be complemented by foregrounding the subversive origins of play as a ‘challenge’ or ‘duel’. The chapter ultimately suggests that play carries radical potential in terms of a transgression of oppressive social structures, but that this potential can only be tapped by pushing playful engagement beyond the logic of the cybernetic control mechanisms on which it is currently predicated.
7. 电子游戏与参与公民:论数字游戏的模糊性
本章探讨电子游戏如何帮助年轻人参与公民活动。这是通过批判性地审视最近关于这一主题的实证研究结果,并注意到这些发现往往是基于对通过游戏实现公民参与可能性的过于乐观的看法。它通过将数字游戏与信息资本主义联系起来来支持这一说法,提出这种分析联系应该通过将游戏的颠覆性起源作为“挑战”或“决斗”来补充。这一章最终表明,游戏在违反压迫性社会结构方面具有激进的潜力,但这种潜力只能通过推动游戏参与超越目前所预测的控制论控制机制的逻辑来挖掘。
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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