是时候停止游戏了

Emil L. Hammar, Carolyn Jong, Joachim Despland-Lichtert
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引用次数: 0

摘要

这篇文章强调了游戏产业、数字游戏消费者和游戏研究学术领域之间相互关联的危机,这些危机是游戏产业、数字游戏消费者和游戏研究学术领域之间相互关联的危机,也是游戏产业、数字游戏消费者和游戏研究学术领域之间相互关联的危机。我们以马克思主义、女权主义、反法西斯主义和反帝国主义的视角来分析我们的社会关系是如何从社会的历史物质基础中产生的,我们指出了现代数字游戏的几种不同状况,从事游戏工作的每个人都应该正视并认真对待这些状况,特别是关于当代和未来对我们能够开展的研究和教育类型的影响和限制。这些危机源于社会和经济结构,包括帝国主义、种族主义、军国主义、法西斯主义和父权制。为了更好地应对这些危机,我们广泛界定了我们所看到的病态症状在西方社会主要产生的原因,以及它们如何在游戏产业、其消费者和学术机构中表现出来。在这些方面的基础上,我们推断出它们的发展轨迹,即随着生态和社会危机的加剧和回荡,它们将如何改变和适应游戏及其研究的未来。这使我们能够提出潜在的战略,从根本上面对并有可能克服与战争、父权制、白人至上主义、饥荒、赤贫、法西斯主义和气候启示录有关的迫在眉睫的危机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Time to stop playing
This article highlights the interrelated crises that the games industry, its digital game consumers, and the academic field of game studies are embedded in and responsible for reproducing. By couching our analysis in Marxist, feminist, anti-fascist, and anti-imperialist understandings of how our social relations arise from the historical-material basis of society, we identify several different conditions of modern digital games that everyone working in and around games should confront and take seriously, especially regarding contemporary and future impacts and restrictions on the type of research and education we are able to conduct. These crises emerge from social and economic structures including imperialism, racism, militarism, fascism, and patriarchy. To better confront them, we broadly define the causes from which the morbid symptoms we witness arise in primarily Western societies and how they manifest in the games industry, its consumers, and its academic institutions. Based off these aspects, we extrapolate their trajectory in how they will change and adapt to the future of games and of their study, as the ecological and social crises intensify and reverberate. This allows us to propose potential strategies for radically confronting and potentially overcoming the looming crises related to war, patriarchy, white supremacy, famine, destitution, fascism, and climate apocalypse.
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