游戏与错误信息:美国阴谋文化如何游戏化

IF 2.4 2区 文学 Q1 COMMUNICATION
Justin A. Bortnick
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引用次数: 0

摘要

在本文中,作者将基于自己作为一名商业另类现实游戏设计师的经验,并与其他专业人士进行访谈,分析这种形式是如何从最初的局外人艺术转变为商业制作领域,然后超越它成为政治影响力的工具。这篇文章追溯了美国政治中虚假信息和阴谋的悠久历史,并展示了娱乐业设计方法的引入如何改变了虚假信息运动的产生。从Andrew Jackson和1741年的纽约奴隶阴谋到Gamergate和QAnon,这篇文章认为,虽然阴谋一直是美国文化的核心部分,但现代游戏设计的引入改变了景观,只有认识到我们作为设计师的工作是如何被同化的,我们才能开始努力防止额外的社会危害。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Play and Misinformation: How America's Conspiracy Culture Became Gamified
In this article, the author draws upon their own experience as a commercial alternate reality game designer and interviews with other working professionals, examining how the form moved from its origins as outsider art into the realm of commercial production and then beyond that as a tool of political influence. The article traces the long history of misinformation and conspiracy in American politics and demonstrates how the introduction of entertainment industry design methodologies has altered the production of disinformation campaigns. From Andrew Jackson and the New York Slave Conspiracy of 1741 through Gamergate and QAnon, the article argues that while conspiracy has always been a central part of American culture, the introduction of modern game design has altered the landscape, and that only by recognizing how our work as designers is being co-opted can we can begin to work to prevent additional social harms.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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