Diversity is not a win-condition

IF 1.1 2区 文学 Q3 COMMUNICATION
Tara Fickle, Christopher B. Patterson
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引用次数: 1

Abstract

ABSTRACT This article examines several genres of role-playing games in terms of their procedural logics of racial management as an attempt to understand how game logics can express varying and often contentious ways of enacting “diversity.” It argues that games themselves can help answer one of the most persistent questions about games today: “how do we make games more diverse?” We proceed by defining the racial logics—the “diversity rules”—structuring the Mass Effect series (BioWare, 2007–), Genshin Impact (miHoYo, 2020), and Divinity: Original Sin 2 (Larian Studios, 2017). These games respectively place the player in the role of multicultural manager, racial empath, and divine avatar. These games show us the many logics, strategies, and appropriations that can occur when diversity itself is treated not as a complex process toward building social justice, but as an obtainable asset, and as the sole win condition in making and selling a game. Attending to these racial logics can open paths to new disciplinary directions in game studies by pushing beyond established domestic boundaries, liberal multiculturalist definitions of diversity, and ultimately into revealing our regional attitudes and particular ways of defining and practicing “diversity.”
多样性并不是一个双赢的条件
本文从种族管理的程序逻辑角度考察了几种类型的角色扮演游戏,试图理解游戏逻辑如何表达不同的、经常有争议的“多样性”。它认为游戏本身能够帮助我们回答关于游戏的一个最持久的问题:“我们如何让游戏变得更加多样化?”我们通过定义种族逻辑——“多样性规则”来构建《质量效应》系列(BioWare, 2007 -)、《Genshin Impact》(miHoYo, 2020)和《神界:原罪2》(Larian Studios, 2017)。这些游戏分别让玩家扮演多元文化管理者、种族同理心和神圣化身的角色。这些游戏向我们展示了许多逻辑、策略和运用,当多样性本身不被视为构建社会正义的复杂过程,而是作为一种可获得的资产,以及制作和销售游戏的唯一获胜条件时,就会出现这些逻辑、策略和运用。通过超越既定的国内边界,自由多元文化主义对多样性的定义,参与这些种族逻辑可以为游戏研究开辟新的学科方向,并最终揭示我们的区域态度以及定义和实践“多样性”的特定方式。
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
2.10
自引率
0.00%
发文量
34
期刊介绍: Critical Studies in Media Communication (CSMC) is a peer-reviewed publication of the National Communication Association. CSMC publishes original scholarship in mediated and mass communication from a cultural studies and/or critical perspective. It particularly welcomes submissions that enrich debates among various critical traditions, methodological and analytical approaches, and theoretical standpoints. CSMC takes an inclusive view of media and welcomes scholarship on topics such as • media audiences • representations • institutions • digital technologies • social media • gaming • professional practices and ethics • production studies • media history • political economy. CSMC publishes scholarship about media audiences, representations, institutions, technologies, and professional practices. It includes work in history, political economy, critical philosophy, race and feminist theorizing, rhetorical and media criticism, and literary theory. It takes an inclusive view of media, including newspapers, magazines and other forms of print, cable, radio, television, film, and new media technologies such as the Internet.
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