帝国玩

Rachel Lara van der Merwe
{"title":"帝国玩","authors":"Rachel Lara van der Merwe","doi":"10.1093/ccc/tcaa012","DOIUrl":null,"url":null,"abstract":"\n In this article, I propose the theory of imperial play as a tool with which scholars can expose ideologies embedded into video games and video game culture and industry. While representation-oriented theories and methodologies help scholars think about the visual and narrative components of a game, analysis of representation fails scholars when we examine video games as simulations. With imperial play, I reimagine Laura Mulvey's male gaze through the lens of post-colonial theory and through Ian Bogost's concept of procedural rhetoric. While I acknowledge two key participants in the practice of imperial play, the game developer and game player, within this article, I demonstrate the framework by focusing on the experience of the player. Using examples from popular console and PC video games, I analyze embedded colonial attitudes within game missions, within the nature of the avatar, within the construction of the gamescape, and in regard to non-playable characters (NPCs).","PeriodicalId":300302,"journal":{"name":"Communication, Culture and Critique","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Imperial Play\",\"authors\":\"Rachel Lara van der Merwe\",\"doi\":\"10.1093/ccc/tcaa012\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n In this article, I propose the theory of imperial play as a tool with which scholars can expose ideologies embedded into video games and video game culture and industry. While representation-oriented theories and methodologies help scholars think about the visual and narrative components of a game, analysis of representation fails scholars when we examine video games as simulations. With imperial play, I reimagine Laura Mulvey's male gaze through the lens of post-colonial theory and through Ian Bogost's concept of procedural rhetoric. While I acknowledge two key participants in the practice of imperial play, the game developer and game player, within this article, I demonstrate the framework by focusing on the experience of the player. Using examples from popular console and PC video games, I analyze embedded colonial attitudes within game missions, within the nature of the avatar, within the construction of the gamescape, and in regard to non-playable characters (NPCs).\",\"PeriodicalId\":300302,\"journal\":{\"name\":\"Communication, Culture and Critique\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-06-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Communication, Culture and Critique\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1093/ccc/tcaa012\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Communication, Culture and Critique","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1093/ccc/tcaa012","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

在这篇文章中,我提出了帝王游戏理论作为一种工具,学者们可以用它来揭示嵌入电子游戏、电子游戏文化和产业中的意识形态。虽然以表征为导向的理论和方法有助于学者思考游戏的视觉和叙事成分,但当我们将电子游戏视为模拟时,对表征的分析却会让学者们感到失望。通过帝国戏剧,我通过后殖民理论和Ian Bogost的程序修辞概念重新想象了Laura Mulvey的男性凝视。虽然我承认在帝国游戏实践中有两个关键参与者,即游戏开发者和游戏玩家,但在本文中,我将通过关注玩家的体验来展示这个框架。以流行的主机和PC电子游戏为例,我分析了游戏任务、角色性质、游戏逃生结构以及非可玩角色(npc)中嵌入的殖民态度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Imperial Play
In this article, I propose the theory of imperial play as a tool with which scholars can expose ideologies embedded into video games and video game culture and industry. While representation-oriented theories and methodologies help scholars think about the visual and narrative components of a game, analysis of representation fails scholars when we examine video games as simulations. With imperial play, I reimagine Laura Mulvey's male gaze through the lens of post-colonial theory and through Ian Bogost's concept of procedural rhetoric. While I acknowledge two key participants in the practice of imperial play, the game developer and game player, within this article, I demonstrate the framework by focusing on the experience of the player. Using examples from popular console and PC video games, I analyze embedded colonial attitudes within game missions, within the nature of the avatar, within the construction of the gamescape, and in regard to non-playable characters (NPCs).
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信