Active Thumbs, Confined Bodies: Eluding the ‘Insect’ in Times of the Plague

IF 0.3 4区 文学 0 LITERATURE
M. D. El Maarouf, Taieb Belghazi, Ute Fendler
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引用次数: 1

Abstract

This paper examines games during the COVID-19 pandemic as ontological barriers or barzakhs (singular: barzakh). The traditional meaning of barrier as separation is coupled with the Greek meaning of play as Poiesis (which may also be understood as describing acts of creation). We expand the semantics of ‘barrier’ so as to describe pandemic phenomena that exist at the points at which opposites meet: synthetic game and the world of real game; the infected and the healthy; the player and the character being played; life and death. Our perception of both home and the exterior world has changed significantly in the time of the plague. At-home gaming, far from signalling our modern confinement, enables moments in which we may challenge our imprisonment. To bring this idea home, we deploy barzakh as a moral imperative, a site of both necessary isolation and opportunities of engagement, proof of our need for both interaction and distance, a place for the enactment of our knowing and strategic waiting in relation to the pandemic. Through the term, we theorize the link between barrier and other similar categorical divides (distances, masks, gloves, borders and quarantines) which we activate during lockdown to work through our puzzlement, win the social game of civil goodness and to downplay, and ultimately survive, the pandemic of our times.
活动的拇指,封闭的身体:瘟疫时期的“昆虫”
本文将新冠肺炎大流行期间的游戏视为本体论障碍或barzakhs(单数:barzakh)。障碍作为分离的传统含义与游戏作为普瓦西斯的希腊含义相结合(也可以理解为描述创造行为)。我们扩展了“屏障”的语义,以描述存在于对立相遇点的流行病现象:合成游戏和真实游戏的世界;感染者和健康者;玩家和所扮演的角色;生与死。在瘟疫期间,我们对家和外部世界的看法都发生了重大变化。在家玩游戏,远不是我们现代禁闭的信号,而是我们可以挑战禁闭的时刻。为了将这一想法带回家,我们将巴尔扎克作为一种道德义务,一个既有必要隔离又有参与机会的地方,证明我们需要互动和距离,一个制定我们对疫情的认知和战略等待的地方。通过这个术语,我们将障碍与其他类似的分类划分(距离、口罩、手套、边界和隔离)之间的联系理论化,我们在封锁期间激活这些分类划分,以克服困惑,赢得公民善意的社会游戏,淡化并最终度过我们时代的大流行病。
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
CiteScore
0.60
自引率
0.00%
发文量
26
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