设计自我保健

Kara Stone
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引用次数: 1

摘要

游戏是让人上瘾、让人焦虑、具有操控性,还是让人平静、联系和治愈?本文着眼于TRU LUV工作室及其合作伙伴Eve Thomas的游戏应用#SelfCare,以及关于社会心理残疾(通常被称为精神疾病)的影响理论。#SelfCare是一款迷你游戏,用户可以在主屏幕上看到一个人躺在床上,盖着被子,“今天拒绝离开床”。“这些迷你游戏都是非竞争性的,没有得分,也没有时间限制,比如随着花朵盛开的节奏呼吸,分类衣服,抚摸猫。该网站称:“在这个世界上,我们的目标只是让自己感觉更好。”没有胜利,没有失败,没有得分。没有难度,没有广告,没有通知。只有我们和我们的感觉。尽管目前的自我护理运动正趋向于强迫积极、新自由主义和美学,但#SelfCare这个游戏包含了一些可能被贴上负面或令人沮丧的标签,比如拒绝起床、不回复数千封电子邮件,以及“不联系”这样的词。“我认为,#SelfCare符合劳伦·伯兰特(Lauren Berlant)的横向代理(lateral agency)概念,这是一种远离生活向前运动的自我暂停——不一定会变得更好,也不会变得更糟。”它不是为了治愈心理残疾,而是为了给我们这些经历过这种疾病的人一个解脱的时刻。在酷儿女权主义情感理论中,情感不能如此明确地贴上积极或消极的标签;事实上,感觉“好”可以成为异性恋的方向,而感觉“坏”可以成为政治行动的资源。因此,任何旨在提升幸福感的游戏都应该充分利用负面情绪,而不是忽视它们。《#SelfCare》中对抑郁的消极描述是将玩家与游戏中的角色以及游戏世界联系起来的强大力量。利用情感理论和残疾研究,我提供了一个认真的评估,技术被定位为救世主和有害的社会心理残疾的方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Self-Care
Are games addicting, anxiety-provoking, and manipulative, or are they calming, connecting, and healing? This paper looks at the companion game app #SelfCare by studio TRU LUV and collaborator Eve Thomas alongside af fect theory on psychosocial disability (of ten referred to as mental illness). #SelfCare consists of mini-games navigated through a home screen of a person lying in bed under the covers who »refuses to leave bed today.« The mini-games are all uncompetitive, unscored, and untimed, such as breathing to the rhythm of an expanding flower, sorting laundry, and petting a cat. The website states that »In this universe, our goal is simply to feel better. There’s no winning, no failure, no score. No dif ficulty, no ads, no notifications. There is just us and our feelings.« Although the current self-care movement is trending toward forced positivity, neoliberalism, and aesthetics, the game #SelfCare incorporates what one might label negative or discouraging, such as refusing to get out of bed, not answering thousands of emails, and words like »disconnected.« I argue that #SelfCare maps onto Lauren Berlant’s idea of lateral agency, a sort of self-suspension away from the forward motion of life – not necessarily getting better but also not getting worse. It is not meant to cure psychosocial disability but to give those of us that experience it a moment of relief. In queer feminist af fect theory, feelings cannot so clearly be labeled as positive or negative; in fact, feeling ›good‹ can be a direction toward heteronormativity and ›bad‹ af fect can be a resource for political action. Thus, any game that aims to promote well-being is best served utilizing ›negative‹ feelings, not ignoring them. The negativity and depiction of depression in #SelfCare is a strong force in connecting the players to the character in the game as well as to the game world. Using affect theory and disability studies, I provide a conscientious evaluation of the ways technology is positioned both as savior and detrimental to psychosocial disability.
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