Game: Animals, Video Games, and Humanity by Tom Tyler (review)

IF 0.3 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE
Kaori Nagai
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The book provides a fascinating glimpse into how ubiquitous animals have always been in video games, as companions, adversaries, targets for hunting, items for trading and food, and even as paw prints, scent trails, and stools. Fittingly for a book on games, moreover, it makes us aware of the rules and conventions of the game and takes pleasure in unsettling them at every opportunity. This makes the book deeply thought-provoking, challenging many of our preconceptions of what games are and why we “humans” play them. Grounded in animal studies, the book critiques a key rule of the game, human exceptionalism—the view that we humans are different from and superior to all other organisms—according to which we think about, deal with, and exploit other animals. The book title, <em>Game</em>, is well chosen to challenge the border between real life and the realm of video games, allowing us to see the extent to which human exceptionalism is built into our digital realm of play. 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However, <em>Game</em>’s predominant focus is on more sobering instances of becoming animal: our own vulnerability and creatureliness as animals. For instance, playing a video game is to experience “death” every time we see a “Game Over” screen; we even find ourselves hunted by all kinds of nonhuman predators, a situation Tyler wittily summarizes as “the inevitability of becoming a meal for zombies” (chapter 6). Chapter 9, “Meanings of Meat,” includes an analysis of <em>Super Meat Boy</em> (2010), a video game featuring <strong>[End Page 379]</strong> an avatar portrayed as a piece of red meat. This avatar is supposedly a human boy without skin, “completely exposed to the dangers and threats you encounter.”<sup>2</sup></p> <p><em>Game</em> shows that we ourselves are game meat, which amplifies the vegan messages that recur throughout the book. This is most prominent in the last chapter, “Trojan Horses,” where Tyler likens the whole book to a video game, <em>Trojan Horse</em> (1981), in that it secretly smuggles in vegan sensibility to disarm its opponents. In this context, chapter 8, “Cows, Clicks, Ciphers, and Satire” is particularly interesting. In it, Tyler demonstrates how playing an online game can lead to addiction and the enslavement of human players. Compulsively clicking away our precious time and personal information, we become part of the technological capitalist machine, not unlike the way farm animals are part of the meat industry that processes and exploits their flesh.</p> <p><em>Game</em> draws on an impressively wide variety of materials to discuss video games. These include etymologies, medieval fables, literary and philosophical texts, historical facts, Anglican apologetics, a fishing manual, and a memoir by a physicist and wartime pioneer of radar technology. 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引用次数: 0

Abstract

In lieu of an abstract, here is a brief excerpt of the content:

Reviewed by:

  • Game: Animals, Video Games, and Humanity by Tom Tyler
  • Kaori Nagai (bio)
Tom Tyler, Game: Animals, Video Games, and Humanity. University of Minnesota Press, 2022.

Game by Tom Tyler playfully explores the intersections between animals and games, especially video games. It consists of 13 concise essays and discusses a wide selection of video games spanning various decades, including the earliest periods of the gaming industry, the 1970s and 80s. The book provides a fascinating glimpse into how ubiquitous animals have always been in video games, as companions, adversaries, targets for hunting, items for trading and food, and even as paw prints, scent trails, and stools. Fittingly for a book on games, moreover, it makes us aware of the rules and conventions of the game and takes pleasure in unsettling them at every opportunity. This makes the book deeply thought-provoking, challenging many of our preconceptions of what games are and why we “humans” play them. Grounded in animal studies, the book critiques a key rule of the game, human exceptionalism—the view that we humans are different from and superior to all other organisms—according to which we think about, deal with, and exploit other animals. The book title, Game, is well chosen to challenge the border between real life and the realm of video games, allowing us to see the extent to which human exceptionalism is built into our digital realm of play. As Tyler explains, “game,” which etymologically means amusement and entertainment, came to be associated with specific types of amusement—namely, hunting. The word, therefore, refers to an activity of killing animals for sport, and also the animals thus hunted and killed. Many video games are revealed to be “a game about game,”1 which enacts hunting or other forms of bodily “animal” entertainment. As such, video games are a vital medium through which to rethink fundamentally our relationship with nonhumans.

Video games, with their advanced technological features, excel at providing an opportunity to “become animal” and explore a nonhuman perspective. For instance, Game has a chapter on the game Dog’s Life (2003), wherein players take on the role of a dog who explores the canine environment using its keen sense of smell, which Tyler interestingly explores in conversation with Jakob von Uexküll’s concept of Umwelt. However, Game’s predominant focus is on more sobering instances of becoming animal: our own vulnerability and creatureliness as animals. For instance, playing a video game is to experience “death” every time we see a “Game Over” screen; we even find ourselves hunted by all kinds of nonhuman predators, a situation Tyler wittily summarizes as “the inevitability of becoming a meal for zombies” (chapter 6). Chapter 9, “Meanings of Meat,” includes an analysis of Super Meat Boy (2010), a video game featuring [End Page 379] an avatar portrayed as a piece of red meat. This avatar is supposedly a human boy without skin, “completely exposed to the dangers and threats you encounter.”2

Game shows that we ourselves are game meat, which amplifies the vegan messages that recur throughout the book. This is most prominent in the last chapter, “Trojan Horses,” where Tyler likens the whole book to a video game, Trojan Horse (1981), in that it secretly smuggles in vegan sensibility to disarm its opponents. In this context, chapter 8, “Cows, Clicks, Ciphers, and Satire” is particularly interesting. In it, Tyler demonstrates how playing an online game can lead to addiction and the enslavement of human players. Compulsively clicking away our precious time and personal information, we become part of the technological capitalist machine, not unlike the way farm animals are part of the meat industry that processes and exploits their flesh.

Game draws on an impressively wide variety of materials to discuss video games. These include etymologies, medieval fables, literary and philosophical texts, historical facts, Anglican apologetics, a fishing manual, and a memoir by a physicist and wartime pioneer of radar technology. While these sources might seem unusual for a video game book and even too eclectic, they perform an important job of connecting virtual worlds to our other realities. In chapter 2, for example, Tyler discusses the appearance and respawning of game animals...

《游戏:动物、电子游戏和人性》作者:Tom Tyler
以下是本文内容的简要摘录:作者:Tom Tyler, Game: Animals, Video Games, and Humanity(作者:Kaori Nagai)明尼苏达大学出版社,2022年。Tom Tyler的《Game》有趣地探索了动物与游戏(尤其是电子游戏)之间的交集。它由13篇简明的文章组成,讨论了跨越不同年代的电子游戏,包括游戏产业的早期阶段,即20世纪70年代和80年代。这本书让我们得以一窥电子游戏中无处不在的动物,它们是同伴、对手、狩猎目标、交易物品和食物,甚至是爪印、气味痕迹和粪便。此外,作为一本关于游戏的书,它让我们意识到游戏的规则和惯例,并在每一个机会扰乱它们的过程中获得乐趣。这使得这本书发人深省,挑战了我们对游戏是什么以及为什么我们“人类”玩游戏的许多先入为主的观念。这本书以动物研究为基础,批评了游戏的一个关键规则——人类例外论——即认为我们人类不同于其他所有生物,而且比其他所有生物都优越的观点——根据这种观点,我们思考、处理和利用其他动物。书名《游戏》的选择很好地挑战了现实生活和电子游戏领域之间的界限,让我们看到人类例外论在多大程度上融入了我们的数字游戏领域。正如泰勒解释的那样,“game”这个词源上的意思是娱乐和娱乐,它与特定类型的娱乐——即狩猎——联系在一起。因此,这个词指的是一种以捕杀动物为乐的活动,也指被猎杀的动物。许多电子游戏被认为是“关于游戏的游戏”,其中包括狩猎或其他形式的身体“动物”娱乐。因此,电子游戏是一个重要的媒介,通过它我们可以从根本上重新思考我们与非人类的关系。电子游戏以其先进的技术特点,擅长于提供“成为动物”和探索非人类视角的机会。例如,Game在游戏《Dog’s Life》(2003)中有一个章节,其中玩家扮演一只狗,利用其敏锐的嗅觉探索犬类环境,Tyler在与Jakob von uexk ll的Umwelt概念对话中有趣地探索了这一点。然而,Game主要关注的是成为动物的更令人清醒的例子:我们作为动物的脆弱性和受造物性。例如,玩电子游戏就是在每次看到“游戏结束”屏幕时体验“死亡”;我们甚至发现自己被各种各样的非人类捕食者猎杀,泰勒风趣地将这种情况总结为“不可避免地成为僵尸的一餐”(第6章)。第9章“肉的意义”包括对《超级食肉男孩》(2010)的分析,这是一款电子游戏,其特色是[End Page 379]一个化身被描绘成一块红肉。这个角色应该是一个没有皮肤的人类男孩,“完全暴露在你遇到的危险和威胁中。”“2 Game表明我们自己就是猎物,这放大了全书中反复出现的素食信息。这在最后一章“特洛伊木马”中最为突出,泰勒将整本书比作电子游戏《特洛伊木马》(1981),因为它秘密地走私素食主义的敏感性来解除对手的武装。在这种情况下,第8章“奶牛、咔哒声、密码和讽刺”特别有趣。在书中,泰勒展示了玩网络游戏是如何导致上瘾和奴役人类玩家的。强迫性地点击我们宝贵的时间和个人信息,我们成为技术资本主义机器的一部分,就像农场动物成为肉类工业的一部分,加工和利用它们的肉一样。在讨论电子游戏时,我们使用了各种各样的材料。其中包括词源学、中世纪寓言、文学和哲学文本、历史事实、英国圣公会的护教、一本钓鱼手册,以及一位物理学家和战时雷达技术先驱的回忆录。虽然这些资源对于电子游戏书来说似乎不太寻常,甚至过于折衷,但它们在将虚拟世界与我们的其他现实联系起来方面发挥了重要作用。例如,在第2章中,Tyler讨论了游戏动物的外观和重生。
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
Configurations
Configurations Arts and Humanities-Literature and Literary Theory
CiteScore
0.50
自引率
0.00%
发文量
33
期刊介绍: Configurations explores the relations of literature and the arts to the sciences and technology. Founded in 1993, the journal continues to set the stage for transdisciplinary research concerning the interplay between science, technology, and the arts. Configurations is the official publication of the Society for Literature, Science, and the Arts (SLSA).
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