ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184952
N. P. Houe
{"title":"Is This Trauma Yours or Mine? Empathy Gaps and Single-Player Videogame Experiences","authors":"N. P. Houe","doi":"10.1080/13534645.2023.2184952","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184952","url":null,"abstract":"Empathy with game characters is generally treated as a positive outcome of gameplay experiences, although the concept of ‘empathy games’ has received due criticism in recent years by mostly indie game developers and scholars of queer games. Empathy with game characters in single-player videogames, in the sense of both player-characters and non-player characters, is therefore often described as a profound emotional experience for players, or an especially compelling expression of identification, agency, immersion, social-emotional skills, or selflessness. Videogames like The Last of Us (Naughty Dog, 2013, 2020), This War of Mine (11 bit studios, 2014) and That Dragon, Cancer (Numinous Games, 2016), for instance, compel players to engage with the trauma of game characters in different ways to induce resounding affective responses and experiences in players. However, because people primarily use themselves as referents for understanding others, even when their own experiences are not intuitively relevant, they generally underestimate the impact of their own affective states when trying to empathise, which leads to an egocentric bias in emotional perspective-taking with both themselves and others. Consequently, when players feel intense emotions about game characters and represented trauma, it can easily obstruct the process of empathy by directing players’ experiences toward themselves, creating a gap in understanding and emotional connection between self and other. Player’s own seminally related experiences may thus overshadow any trauma they perceive in-game, and such a indiscriminatory projection of self into other may express an egocentric bias rather than empathy in any prosocial sense. This complicates the thematisation and reception of trauma in single-player videogames, where","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"230 - 241"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45056616","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184946
Laurent Milesi
{"title":"Gaming (with) Affect and Trauma: An Introduction","authors":"Laurent Milesi","doi":"10.1080/13534645.2023.2184946","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184946","url":null,"abstract":"Tendencies in video game development are not immune to the perception of paradigm shifts or at least modulations in the contemporary mindset. One of these has been a slow but steady return of the subject to critical centre stage, no doubt prompted in part by an increasing sense of multidirectional threat, renewed ‘felt ultimacies’ and emerging posthumanity’s identity crisis from the mid-to-late 1990s onwards. During the 1990s and beyond, which saw the advent of some of the most innovative video game franchises, this helped redraw the arc of the hero’s conception, from earlier superman (or, more seldom, superwoman, such as the Tomb Raider series’ iconic Lara Croft) saving the world or at least capable of incredible feats, to a more vulnerable, humble protagonist bent on saving themselves and, increasingly, to a responsible citizen aware of their situatedness in the world trying to empathise with the endangered planet.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"137 - 149"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48344619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184951
A. Ionescu
{"title":"Towards an Affective Ludo-ethics of Re-enactment: Witnessing (in) Attentat 1942","authors":"A. Ionescu","doi":"10.1080/13534645.2023.2184951","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184951","url":null,"abstract":"Since time immemorial children have been playing and re-enacting wargames, individual battles or whole campaigns, recreating the ambience of military conflicts. Wargames imply strategic choices, hence decision-making which also occasionally involves ethics. History itself can also be seen as ‘merely the sum of millions of human decisions’, as Robert Cowley suggested in a commentary on the everyday choices which ‘can alter our lives, sometimes in drastic and unforeseen ways’.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"213 - 229"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46981088","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184947
G. Calleja
{"title":"Emergent Narrative and Affect","authors":"G. Calleja","doi":"10.1080/13534645.2023.2184947","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184947","url":null,"abstract":"The battle was not going well. Our team was pinned down by two enemy sniper squads. After a few failed attempts at re-capturing an objective we had lost to the enemy, I decided to go on a solo mission in a desperate attempt at turning the tide of battle. I took a long route around the edge of the battlefield, deploying smoke grenades in open areas to mask my flanking manoeuvre. Red dots flashed on my mini-map, indicating a multitude of enemies close to me. My heart racing I made my way stealthily behind enemy lines. I spotted a crane in the middle of a large construction site with a vantage point on the two sniper squads. I ran from cover to cover and made my way up the ladder, fearing I would be spotted and shot; all the effort going to waste. I made it to the top and took out my binoculars, tagging enemies where I could see them. Then I pulled out my sniper rifle, and both me and my avatar took a deep breath in. I aimed, accounting for the distance and pressed the trigger. Headshot. My sights shifted left and spotted another sniper. Another headshot. Four more went down, before word got out and the other targets I had marked disappeared into cover. Then the loud crack of an AK47 made me jump out of my seat. A red dot flashed on the mini-map, right at my position. I looked down and just a few metres away at ground level an enemy trooper was crouched behind a container firing. Without thinking I stood up, backed up a few metres, then sprinted down the crane rigging and jumped off the edge, opening my chute at the last minute for a few seconds, and landing right behind the enemy soldier, knifing him in the back and running off into the building site.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"150 - 165"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44059910","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184950
Laurent Milesi
{"title":"Mind Games: Affective Ludo(bio)technologies of Fear","authors":"Laurent Milesi","doi":"10.1080/13534645.2023.2184950","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184950","url":null,"abstract":"In his Poetics Aristotle famously claimed that fear (phobos) – defined in Book II of Rhetoric as ‘a sort of pain or disturbance coming from the appearance of a future destructive or painful evil’ – and pity (eleos) are the joint emotions which tragedy aims at stimulating. Known to all living creatures and an essential element in one of humanity’s most ancient art forms expressing internal (psychological) or external (historical-political) conflicts and tensions, fear, and the mobilisation thereof, is understandably most suited to spectatorial entertainment and especially to the multimodal interactive platform of videogames; alongside speed in racing sims, competitiveness in e-sports and combat in wargames, it is among the greatest sources of in-game adrenalin rush keeping the gamer immersed or on their proverbial toes. Signalling the centrality of this emotion in gameplay is so crucial to the game industry that a significant number of releases flag the word as part of their title – apart from those analysed below, let us mention, among the hundredor-so existing or upcoming games listed on the Steam platform, Fear Effect (Kronos Digital Entertainment, 2000), Cold Fear (Darkworks, 2005), Cry of Fear (Team Psykskallar, 2013) or, referring to the fear of ghosts, Phasmophobia (Kinetic Games, 2020), etc.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"195 - 212"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45791789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184948
Souvik Mukherjee
{"title":"Pathfinding Affect: Reading Maps, Bodies and the Affective in Colonial Videogames","authors":"Souvik Mukherjee","doi":"10.1080/13534645.2023.2184948","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184948","url":null,"abstract":"The Pathfinder, the protagonist of the videogame Mass Effect: Andromeda (Bioware, 2017), often gazes across the vast expanse of the Andromeda Galaxy, its planetary systems and also the often-hostile landscape of the planets, some of which need to be made habitable for the human colonists for whom she scouts the terrain to make it inhabitable in accordance with the colonial promise of the mission. The Pathfinder could even have been surveying the vast map of any of the Age of Empires games (Ensemble Studios, etc., 1997–), mostly obscured by the black ‘fog of war’ and waiting to be colonised by the player. As games researcher Shoshana Magnet describes it, the space is a ‘gamescape’ or a ‘landscape in video games [that] is actively constructed within a particular ideological framework’.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"166 - 178"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47022491","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-04-03DOI: 10.1080/13534645.2023.2184953
Poonam Chowdhury
{"title":"Gris, Grief and the Heroine’s Journey","authors":"Poonam Chowdhury","doi":"10.1080/13534645.2023.2184953","DOIUrl":"https://doi.org/10.1080/13534645.2023.2184953","url":null,"abstract":"The online American Psychological Association Dictionary of Psychology defines grief as ‘the anguish experienced after significant loss, usually the death of a beloved person.’ Grief is a difficult emotion to represent because of its complexity. When it comes to the rich cultural texts of videogames, the mechanism of death as loss is interwoven into most win-lose games. However, the topic and trauma of death is not dealt with the same sensitivity and care as it is dealt with in real life. More often than not, a death in a videogame simply hints at ‘try again’. Such a cold impersonal message on the screen fails to affect the player. One might lose their progress in the game and may have to replay a level, but this frustration is nothing like losing a loved one in real life. As pointed out by Sabine Harrer in her seminal book Games and Bereavement, ‘if loss is a structural affordance of games in that it is the logical opposite of winning, this version of loss does little to acknowledge the reality of lived grief as it occurs in human life.’ She further argues that loss in games needs to be dealt with attachment and care instead of mastery and success.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"242 - 255"},"PeriodicalIF":0.3,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46466102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-01-02DOI: 10.1080/13534645.2022.2156696
Susette S. Min
{"title":"A Multitude of Soliloquies: On Democracy, Language, and Power in Bouchra Khalili’s Speeches","authors":"Susette S. Min","doi":"10.1080/13534645.2022.2156696","DOIUrl":"https://doi.org/10.1080/13534645.2022.2156696","url":null,"abstract":"In Democracy May Not Exist, But We’ll Miss it When It’s Gone (2019), Astra Taylor foregrounds the need for people to constantly reason and reflect on ‘the great Socratic question “How should I live?”’ with the objective to mold and modify democracy’s form. Once an ideal collective task in which everyone was welcome to join and participate, democracy has now become an exclusive undertaking and distant horizon as more and more people become disenfranchised and are denied the ability to disrupt and disagree with the current state of things.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"121 - 135"},"PeriodicalIF":0.3,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43087125","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-01-02DOI: 10.1080/13534645.2022.2156694
Almas Khan
{"title":"Multilingualism and Racial (Re-)formation in the Contemporary U.S. Campus Novel","authors":"Almas Khan","doi":"10.1080/13534645.2022.2156694","DOIUrl":"https://doi.org/10.1080/13534645.2022.2156694","url":null,"abstract":"The Super Bowl is arguably America’s quintessential national event, attracting over a hundred million viewers from across demographic backgrounds. 2014’s Big Game, however, is remembered less for action on the field than for a multilingual Coca-Cola commercial coupling ‘America the Beautiful’ lyrics with a montage of Americans from diverse backgrounds. Former Republican Congressman Allen West afterward blogged: ‘If we cannot be proud enough as a country to sing “American [sic] the Beautiful” in English in a commercial during the Super Bowl, by a company as American as they come – doggone we are on the road to perdition’. Commentators responded by condemning nativism and hailing their immigrant families’ cultural and linguistic enrichment of the nation. The Super Bowl controversy epitomises the endurance of language politics in the U.S., and Benedict Anderson would have been unsurprised by the commercial’s inspiring such impassioned sentiment. In his landmark monograph Imagined Communities: Reflections on the Origin and Spread of Nationalism (1983), Anderson described patriotic music’s power to engender ‘a special kind of contemporaneous community’.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"74 - 90"},"PeriodicalIF":0.3,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48497874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ParallaxPub Date : 2022-01-02DOI: 10.1080/13534645.2022.2156695
J. Kosgei
{"title":"Ngomeni, Fort Jesus: A Digo home, not a Portuguese fortress 1","authors":"J. Kosgei","doi":"10.1080/13534645.2022.2156695","DOIUrl":"https://doi.org/10.1080/13534645.2022.2156695","url":null,"abstract":"Ngugi wa Thiong’o argues that the lower esteem with which oral material was historically treated became ‘the basis for expelling some cultures from history and complex thoughts, consigning them to a place in hell.’ Moving beyond this much discussed albeit inconclusive debate on the tension between orality and literacy, this paper takes a more productive path, asking, what happens to theories of community formation when previously hidden, ignored, and suppressed oral knowledge is unearthed? More categorically, this paper builds on Anderson’s notion of imagined communities in which he defines ‘the nation [as] an imagined political community’ because ‘the members of even the smallest nation will never know most of their fellow members, meet them, or even hear of them, yet in the minds of each lives the image of their communion.’ In Anderson’s formulation, the nation is imagined in a singular, dominant language which is the language of instruction and writing. For instance, in Europe, Latin was until the 16 century ‘the language of the pan-European high intelligentsia’. By the end of the 18 century, however, English had taken over as ‘the pre-eminent world imperial language,’ in response to the demands of the readership. However, it was soon clear, especially outside Europe, that this locked out other vernaculars and the imaginations they carried, a subject that this paper dwells on. I attempt an application of Anderson’s notion of ‘imagined communities’ from a multilingual perspective by destabilising the dominant space English has occupied, from a literary and oral history standpoint.","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"91 - 104"},"PeriodicalIF":0.3,"publicationDate":"2022-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46708781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}