Turnt, Trippy, and Tipsy: Video Games, Drugs, and Allo-Ludic Play

Mike Piero
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Abstract

This article offers a flexible method for analyzing drug representations in video games as they map onto lived social realities outside the game with a particular focus on US cultures. While drugs have received ample attention in popular culture studies—especially in film and television studies—game studies has been slow to produce systematic analyses of these important cultural artefacts expressed through the video game medium. Drawing upon Donna Haraway’s cyborg politics and Steven Conway’s ludic framework (with the addition of allo-ludic play), this essay offers game studies scholars a flexible—perhaps even a “turnt”—taxonomy for analyzing the imbrication of virtual drugs inside the game and oppressive, discriminatory, and inequitable conditions of life in America outside the game. Through a brief analysis of stimulants, depressants, and psychedelics in Triple-A and indie games, the essay argues for the importance of studying drugs in video games to understand the complex, intersecting histories of the rise of the video game medium alongside the changeful histories of US drug policies, laws, and enforcement.  
狂欢、恍惚和醺醺然:电子游戏、毒品和荒诞游戏
本文提供了一种灵活的方法,用于分析电子游戏中的毒品表征,因为它们映射到游戏之外的社会现实生活中,并特别关注美国文化。虽然毒品问题在大众文化研究(尤其是电影和电视研究)中受到了广泛关注,但游戏研究却迟迟未能对这些通过电子游戏媒介表现出来的重要文化艺术品进行系统分析。本文借鉴唐娜-哈拉维(Donna Haraway)的电子人政治学(cyborg politics)和史蒂文-康威(Steven Conway)的 "裸体"(ludic)框架(增加了 "裸体游戏"(allo-ludic play)),为游戏研究学者提供了一种灵活的--甚至可以说是 "转 "的--分类法,用于分析游戏内虚拟毒品与游戏外美国压迫性、歧视性和不公平的生活条件之间的联系。通过简要分析三A游戏和独立游戏中的兴奋剂、抑制剂和迷幻剂,文章论证了研究电子游戏中的毒品对于理解电子游戏媒介兴起的复杂、交叉的历史以及美国毒品政策、法律和执法的变化历史的重要性。
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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