分析电子游戏中的跨(错误)表现以纠正性别不安的诱因

Q1 Social Sciences
Shano Liang, Michelle V. Cormier, Phoebe O. Toups Dugas, Rose Bohrer
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引用次数: 0

摘要

许多跨性别者都经历过性别焦虑——由性别的内在和外在体验不匹配引起的痛苦。电子游戏与自我密切相关,创造了涉及身份、身体和社会互动的强烈体验。这些因素的结合使得跨性别玩家很容易受到性别焦虑的影响:交互设计的失败导致性别焦虑。本研究对从31个初始语料库中抽取的4个流行游戏进行了主题分析。它提供了性别焦虑触发器的定义,触发游戏的案例研究,提供有用设计语言的初始性别焦虑分类,以及现有触发器的替代设计示例。分析结合了作者作为跨性别玩家的立场;批判性文化研究方法,包括文本分析;对制作方声明、采访和玩家方关于这些游戏多样性的评论的批判性话语分析;以及对比赛本身的仔细解读。本文最后呼吁在游戏设计中引入跨包容性,即我们围绕着关怀关系的necropolitical概念进行构建。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers
Many trans people experience gender dysphoria -- distress caused by mismatches in internal and external experiences of gender. Video games engage intimately with the self, creating intense experiences involving identities, bodies, and social interaction. This combination of factors renders trans players vulnerable to gender dysphoria triggers: failures of interaction design that result in gender dysphoria. The present research undertakes a thematic analysis of four popular games, drawn from an initial corpus of 31. It contributes a definition of gender dysphoria triggers, case studies of triggering games, an initial gender dysphoria categorization to provide a useful design language, and examples of alternative designs for extant triggers. The analysis combines the authors' positionality as trans gamers; critical cultural studies methodologies, including textual analysis; a critical discourse analysis of production-side statements and interviews and player-side comments about diversity in those games; and close readings of the games themselves. The paper concludes with a call for trans inclusivity in game design, which we structure around the necropolitical concept of the relation of care.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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