Bound

Traci Brimhall
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Abstract

Bound is an art, cognitive empathy game developed for PC in Unity during the 20182019 academic year at Worcester Polytechnic Institute. Bound is an autobiographical artifact that exists to create an impactful experience for its players and encourage them to consider the physical limitations that wearing a binder may impose on the transmasculine community. It does this by recreating the mental and physical stress associated with running in a chest binder through its exploration and rhythm game mechanics. Bound’s narrative features an adult transgender man who returns home to go running on his middle school’s public track. He has ignored the health and safety warnings on the packaging of his binder and decided to go on that run with it on. Eventually, he has trouble breathing and passes out on the track. This event is situated as a memory that the protagonist is recounting to a healthcare professional. Bound is not designed for anyone with a transmasculine identity. As a queer designer, I grappled with the issue of appropriating the experiences of this underprivileged group for the potential fetishization of others. This paper unpacks my feelings of apprehension towards queer and empathy games. It also discusses the final version of Bound, the process of its design and creation, and player feedback. According to my formative evaluation, Bound was able to effectively communicate an intense and emotional transgender narrative to its players.
绑定
《Bound》是伍斯特理工学院在2018 - 2019学年期间用Unity为PC开发的一款艺术认知移情游戏。《Bound》是一款自传式作品,旨在为玩家创造一种有影响力的体验,并鼓励他们考虑佩戴绑带可能给跨性别社区带来的身体限制。它通过探索和节奏游戏机制重现了玩家在绑胸器中奔跑时的精神和身体压力。邦德的故事讲述了一个成年变性人回到家中,在中学的公共跑道上跑步的故事。他忽略了活页夹包装上的健康和安全警告,决定继续跑步。最后,他呼吸困难,昏倒在跑道上。这个事件被定位为主角向医疗保健专业人员讲述的记忆。《Bound》不是为跨性别者设计的。作为一名酷儿设计师,我一直在努力解决挪用这个弱势群体的经历来潜在地迷恋他人的问题。这篇文章揭示了我对酷儿和同理心游戏的忧虑。本文还讨论了《Bound》的最终版本、设计和创造过程以及玩家反馈。根据我的形成性评价,《Bound》能够有效地向玩家传达一种强烈且充满情感的跨性别故事。
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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