{"title":"传统、欲望、技术东方主义与流行:21世纪赛博朋克电子游戏中的东方元素","authors":"Chengkai Xu, Weiting Li, Laila Zhong, Xuewei Li, Qingyuan Lyu, Yuran Guo, Fang Liu","doi":"10.54941/ahfe1002894","DOIUrl":null,"url":null,"abstract":"Cyberpunk is one genre with distinctive features, which depicts an\n apocalyptic world seeing technology as associated with capitalist oligarchy\n with highly solidified social identity and social class (Akşit and Nazlı,\n 2021). Nowadays, research about cyberpunk video games mainly focuses on the\n visual aesthetics of cyberpunk video games (Johnson, 2017). We adopted\n content analysis first to identify the oriental visual elements in 6 video\n games: Cyberpunk 2077 (CD Projekt RED, 2020) (CP2077), Gamedec (Anshar\n Studios, 2021), The Red Strings Club (Deconstructeam, 2018) (TRSC), VA-11\n Hall-A: Cyberpunk Bartender Action (Sukeban Games, 2016) (VA-11 Hall-A),\n Shadowrun: Hongkong (Harebrained Schemes, 2015) (SRHK), and Tales of the\n Neon Sea (Palm Pioneer, 2019) (TNS), then analyze the historical and\n ideological reasons of using these elements on behalf of semiotic theory.\n This study reveals that using such elements in the 21st-century cyberpunk\n video games reinforces the stereotypes of Techno-Orientalism to a certain\n degree. However, these elements are mostly decontextualized as a\n representation of oriental culture and have no distinct error of oriental\n elements used but are mainly used to identify art style, which could be a\n helpful strategy for commercial selling.","PeriodicalId":269162,"journal":{"name":"Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy","volume":"222 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Tradition, Desire, Techno-Orientalism and Popularity: Oriental Elements\\n in the 21st-century Cyberpunk Video Games\",\"authors\":\"Chengkai Xu, Weiting Li, Laila Zhong, Xuewei Li, Qingyuan Lyu, Yuran Guo, Fang Liu\",\"doi\":\"10.54941/ahfe1002894\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Cyberpunk is one genre with distinctive features, which depicts an\\n apocalyptic world seeing technology as associated with capitalist oligarchy\\n with highly solidified social identity and social class (Akşit and Nazlı,\\n 2021). Nowadays, research about cyberpunk video games mainly focuses on the\\n visual aesthetics of cyberpunk video games (Johnson, 2017). We adopted\\n content analysis first to identify the oriental visual elements in 6 video\\n games: Cyberpunk 2077 (CD Projekt RED, 2020) (CP2077), Gamedec (Anshar\\n Studios, 2021), The Red Strings Club (Deconstructeam, 2018) (TRSC), VA-11\\n Hall-A: Cyberpunk Bartender Action (Sukeban Games, 2016) (VA-11 Hall-A),\\n Shadowrun: Hongkong (Harebrained Schemes, 2015) (SRHK), and Tales of the\\n Neon Sea (Palm Pioneer, 2019) (TNS), then analyze the historical and\\n ideological reasons of using these elements on behalf of semiotic theory.\\n This study reveals that using such elements in the 21st-century cyberpunk\\n video games reinforces the stereotypes of Techno-Orientalism to a certain\\n degree. However, these elements are mostly decontextualized as a\\n representation of oriental culture and have no distinct error of oriental\\n elements used but are mainly used to identify art style, which could be a\\n helpful strategy for commercial selling.\",\"PeriodicalId\":269162,\"journal\":{\"name\":\"Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy\",\"volume\":\"222 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.54941/ahfe1002894\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1002894","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
赛博朋克是一种具有鲜明特征的类型,它描绘了一个世界末日的世界,将技术与高度固化的社会身份和社会阶级的资本主义寡头政治联系在一起(ak和nazlyi, 2021)。如今,关于赛博朋克电子游戏的研究主要集中在赛博朋克电子游戏的视觉美学上(Johnson, 2017)。我们首先采用内容分析方法确定了6款电子游戏中的东方视觉元素:《赛博朋克2077》(CD Projekt RED, 2020) (CP2077)、《Gamedec》(Anshar Studios, 2021)、《the RED Strings Club》(解构团队,2018)(TRSC)、《VA-11 Hall-A:赛博朋克调酒师行动》(Sukeban games, 2016) (VA-11 Hall-A)、《Shadowrun》。《香港》(Harebrained Schemes, 2015) (SRHK)和《霓虹海的传说》(Tales of the Neon Sea, Palm Pioneer, 2019) (TNS),然后以符号学理论为代表,分析使用这些元素的历史和意识形态原因。这项研究表明,在21世纪的赛博朋克电子游戏中使用这些元素在一定程度上强化了技术东方主义的刻板印象。然而,这些元素大多是作为东方文化的表征而去语境化的,并没有使用东方元素的明显错误,而是主要用于识别艺术风格,这可能是一种有益的商业销售策略。
Tradition, Desire, Techno-Orientalism and Popularity: Oriental Elements
in the 21st-century Cyberpunk Video Games
Cyberpunk is one genre with distinctive features, which depicts an
apocalyptic world seeing technology as associated with capitalist oligarchy
with highly solidified social identity and social class (Akşit and Nazlı,
2021). Nowadays, research about cyberpunk video games mainly focuses on the
visual aesthetics of cyberpunk video games (Johnson, 2017). We adopted
content analysis first to identify the oriental visual elements in 6 video
games: Cyberpunk 2077 (CD Projekt RED, 2020) (CP2077), Gamedec (Anshar
Studios, 2021), The Red Strings Club (Deconstructeam, 2018) (TRSC), VA-11
Hall-A: Cyberpunk Bartender Action (Sukeban Games, 2016) (VA-11 Hall-A),
Shadowrun: Hongkong (Harebrained Schemes, 2015) (SRHK), and Tales of the
Neon Sea (Palm Pioneer, 2019) (TNS), then analyze the historical and
ideological reasons of using these elements on behalf of semiotic theory.
This study reveals that using such elements in the 21st-century cyberpunk
video games reinforces the stereotypes of Techno-Orientalism to a certain
degree. However, these elements are mostly decontextualized as a
representation of oriental culture and have no distinct error of oriental
elements used but are mainly used to identify art style, which could be a
helpful strategy for commercial selling.