图书馆中的本土电子游戏

Candie Tanaka
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引用次数: 1

摘要

最近有一个被称为土著未来主义的运动,它在技术的背景下研究土著的观点。与此相关的是,电子游戏仍然是发展最快的新媒体形式之一,但行业的多样性仍然是一个问题。尤其明显的是,缺乏对土著电子游戏角色和土著故事情节的适当表现。虽然随着最近少数本土游戏工作室和创作者的崛起,这种情况开始发生改变,但游戏玩法的可访问性仍然存在挑战。在大多数公共图书馆中,土著创作者或土著角色制作的电子游戏在很大程度上是不存在的。当我们在图书馆讨论去殖民化时,电子游戏作为一种流行的媒体形式经常被忽视,而不是被视为鼓励文化和创造力的有价值的教育工具。本文建议做出改变,以确保共享土著知识和传统或由土著创作者制作的电子游戏能够被访问,并在图书馆收藏和空间中呈现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Indigenous Video Games in Libraries
There is a recent movement known as Indigenous Futurisms that examines Indigenous perspectives within the context of technology. In relation to this, video gaming continues to be one of the fastest growing forms of new media, yet diversity in the industry is still an issue. There is especially apparent with a lack of proper representation of Indigenous video game characters and Indigenous storylines. While this is starting to change with the recent rise of a handful of Indigenous owned gaming studios and creators, there are still challenges around accessibility for game play. Video games made by Indigenous creators or with Indigenous characters are for the most part non-existent in most public library collections. When we discuss decolonization in libraries, video games as a popular form of media are often overlooked and not viewed as valuable educational tools that encourage literacy and creativity. This paper suggests changes that can be made to ensure that video games that share Indigenous Knowledges and traditions or are made by Indigenous creators are made accessible and are represented in library collections and spaces.
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