是难以克服的敌人还是轻而易举的目标?军事主题电子游戏 "翻译 "武器化人工智能

Guangyu Qiao-Franco, Paolo Franco
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摘要

长期以来,国际关系学术界一直强调大众文化能够影响公众的理解和政治现实。在本文中,我们将以军事主题电子游戏及其对武器化人工智能(AI)的描述为背景,探讨这些潜力。在电子游戏中,人工智能武器既是 "不可战胜的敌人",在叙事中对人类的生存构成威胁,又是 "易受攻击的目标",人类主角在游戏中经常战胜它们。这些扭曲围绕着电子游戏为玩家提供更强的人类能动性来支配人工智能武器,以提供令人愉快的游戏体验,这与现实世界战场上旨在削弱人类能动性的相同武器相矛盾。通过利用行为网络理论中的 "翻译 "概念,我们解释了这些对人工智能武器的歪曲描述是如何通过异质人类和非人类行为者之间的纠葛产生的,这些行为者的目的是使电子游戏大规模上市并有利可图。在此过程中,我们呼应了游戏研究,呼吁更多地关注电子游戏的商业性和荒诞性维度,从而使国际关系学术研究能够更好地解释流行文化影响公众理解和政治现实的约束能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Insurmountable enemies or easy targets? Military-themed videogame ‘translations’ of weaponized artificial intelligence
International relations scholarship has long emphasized that popular culture can impact public understandings and political realities. In this article, we explore these potentials in the context of military-themed videogames and their portrayals of weaponized artificial intelligence (AI). Within paradoxical videogame representations of AI weapons both as ‘insurmountable enemies’ that pose existential threats to humankind in narratives and as ‘easy targets’ that human protagonists routinely overcome in gameplay, we identify distortions of human–machine interaction that contradict real-world scenarios. These distortions revolve around videogames affording players enhanced human agency to dominate AI weapons to offer enjoyable gameplay, contradicting the same weapons being intended to diminish human agency on real-world battlefields. By leveraging the Actor-Network Theory concept of ‘translation’, we explain how these distorted portrayals of AI weapons are produced by entanglements between heterogeneous human and non-human actors that aim to make videogames mass-marketable and profitable. In so doing, we echo game studies research that calls for greater attention to the commercial and ludic dimensions of videogames so that international relations scholarship can better account for pop culture’s bounded abilities to impact public understandings and political realities.
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