From the ready room to the battle bus: exploring militarisation through gamespace soundwalks in Fortnite

IF 0.7 0 HUMANITIES, MULTIDISCIPLINARY
Ben Scholl, Milena Droumeva
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引用次数: 0

Abstract

ABSTRACTWhile its candy-coated shell may provide a clever camouflage for younger markets, this paper acknowledges that militarisation has been made pleasurable in more sensuous ways. Deploying gamespace soundwalking as a method, we attune to the ways Fortnite's sound design rehearses the neoliberal citizen-soldier on a sonic dimension. Yet, its capitalist priorities both corner youth markets while letting young players experiment with counterplay. To arrive at this conclusion, this paper illustrates the application of a novel method within game and sound studies – gamespace soundwalking. In the case of Fornite where the narrative context is individual military victory, the affective atmosphere ought to be one of keen attention to warfare, ambience and combat events. But how is war specifically depicted there? What is the significance of the sonic environment in forming a sense of place? We argue that method must take us beyond a semiotic analysis of the sonic components of Fortnite; we need a real-time ethnographic exploration of gameplay. In so doing, we tune in to Fortnite's ear-candy sound design as it exemplifies neoliberal standardisation of sound environments – masking grizzly conflict zones – as well as consumptive priorities that reach spectacular levels and the militarised Taylorist perfection of the citizen-soldier.KEYWORDS: Neoliberalismdigital consumptionFortnitegameplaymilitarizationsoundwalking Disclosure statementNo potential conflict of interest was reported by the author(s).Notes1 ‘My’ Twitter feed refers to the lead author's. Acknowledging that Twitter's algorithm is personalised for each user, this example is intentionally anecdotal and may not have been replicated for other users.2 Recordings were made with the Playstation 4's built-in gameplay capture feature, which captures the last fifteen minutes of game audio and visuals, allowing for direct uploads to YouTube (See the Appendix).Additional informationNotes on contributorsBen SchollBen Scholl is a Ph.D. student in the School of Communication at Simon Fraser University. He holds a BComm. in Business Administration and an M.A. in Communication and Social Justice from the University of Windsor. In his thesis, Ben intends to explore the intersection of algorithmic platform governance with the institutionalisation of Canadian professional esports via ethnographic approaches.Milena DroumevaDr. Milena Droumeva is an Associate Professor of Communication and Sound Studies at Simon Fraser University specialising in sound studies, sensory and multimodal ethnography. They have a background in acoustic ecology and work across the fields of urban soundscape research, sonification for public engagement, as well as gender and sound in video games.
从准备室到战斗巴士:在《堡垒之夜》中通过游戏空间声音行走探索军事化
摘要虽然它的糖衣外壳可能为年轻市场提供了一种巧妙的伪装,但这篇文章承认,军事化已经以更感性的方式变得令人愉悦。利用游戏空间的声音行走作为一种方法,我们调整了《堡垒之夜》的声音设计在声音维度上排练新自由主义公民士兵的方式。然而,它的资本主义优先考虑的是垄断青年市场,同时让年轻球员尝试反击。为了得出这个结论,本文阐述了一种新的方法在游戏和声音研究中的应用——游戏空间声音行走。在《堡垒之夜》中,叙事背景是个人军事胜利,情感氛围应该是对战争、氛围和战斗事件的强烈关注。但是战争是如何被具体描述的呢?声音环境在形成场所感方面的意义是什么?我们认为这种方法必须超越对《堡垒之夜》声音成分的符号学分析;我们需要对游戏玩法进行实时的人种学探索。在这样做的过程中,我们收听了《堡垒之夜》悦耳的声音设计,因为它体现了新自由主义对声音环境的标准化——掩盖了灰暗的冲突地区——以及达到惊人水平的消费优先级和军事化的泰勒主义公民士兵的完美。关键词:新自由主义;数字消费;堡垒游戏;军事化;注1“我的”Twitter消息是指第一作者的Twitter消息。考虑到Twitter的算法对每个用户都是个性化的,这个例子是有意为之的轶事,可能不会被复制到其他用户身上录音是用Playstation 4内置的游戏玩法捕捉功能制作的,它可以捕捉最后15分钟的游戏音频和视觉效果,允许直接上传到YouTube上。作者简介本·肖尔本·肖尔是西蒙弗雷泽大学传播学院的博士生。他持有BComm。在温莎大学获得工商管理硕士学位和传播与社会正义硕士学位。在他的论文中,本打算通过民族志方法探索算法平台治理与加拿大专业电子竞技制度化的交集。米蕾DroumevaDr。米莱娜·德鲁梅娃是西蒙弗雷泽大学传播与声音研究副教授,专门研究声音研究、感官和多模态人种学。他们有声学生态学的背景,在城市声景研究、公众参与的声化以及电子游戏中的性别和声音等领域工作。
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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来源期刊
Culture Theory and Critique
Culture Theory and Critique HUMANITIES, MULTIDISCIPLINARY-
CiteScore
1.20
自引率
25.00%
发文量
6
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