Maskinkroppens gräns

Oscar Jansson
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Abstract

Boundaries of the Machine Body: Violence, Immunity and Media Assemblages in The Last of Us This article examines the portrayal of bodily boundaries in the videogame series The Last of Us. Drawing on theories of media ecology and posthumanism (most notably Deer’s notion of radical animism, Haraway’s theories of the cyborg, and Fuller’s account of media assemblages), three aspects of this portrayal are described: first, the game’s narrativization of bodily violence through an amalgamation of the player’s sensory systems with media technologies; second, the game’s depiction of monstrous corporeality; and third, its representation of immune systems through the mirrored relationship between external tools and endogenous bodily functions. Connecting these three aspects, it is argued that The Last of Us portrays bodily boundaries as precarious, and that it presents violence, technology and infectious disease as callingcards for moving beyond anthropocentric views of corporeality; of conceptualizing the human body as machine-like and inevitably more-than-human.
本文分析了电子游戏系列《最后生还者》中对身体边界的描绘。根据媒体生态学和后人类主义理论(最著名的是Deer的激进万物有灵论概念,Haraway的半机器人理论,以及Fuller的媒体组合理论),本文描述了这种描述的三个方面:首先,游戏通过将玩家的感官系统与媒体技术相结合来叙述身体暴力;其次,游戏对怪物形体的描绘;第三,它通过外部工具和内源性身体功能之间的镜像关系来代表免疫系统。将这三个方面联系起来,有人认为《最后生存者》将身体边界描绘为不稳定的,它将暴力、技术和传染病描绘为超越人类中心主义肉体观的名片;将人体概念化为机器,不可避免地超越人类。
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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