登月》中的具身模拟与神经变异时态

IF 0.3 4区 文学 Q3 HISTORY & PHILOSOPHY OF SCIENCE
Sean A. Yeager, David Ciccoricco
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引用次数: 0

摘要

我们将游戏定位为可笑的时间机器;除了简单地表现神经多样性之外,游戏还能促使玩家考虑神经变异的时间性。在二维心理冒险游戏《奔月》(To the Moon,Gao,2011 年)中,玩家控制两名科学家穿越一位临终者的记忆。在不断深入挖掘他们看似神经正常的客户的过去时,科学家们了解到他的婚姻是如何因为跨神经类型交流的复杂性而变得紧张的。我们展示了《To the Moon》的故事世界和游戏玩法如何颠覆了人们对神经类型的固定理解,鼓励人们加深对时间体现的相互理解,并促使玩家重新考虑他们与神经多样性之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Embodied Simulations and Neurodivergent Temporalities in To the Moon

We position games as ludic time machines; beyond simply representing neurodiversity, they can prompt players to consider neurodivergent temporalities. In the 2D psychological adventure game To the Moon (Gao 2011), players control two scientists who travel through the memories of a man on his deathbed. Digging ever deeper into their seemingly neurotypical client’s past, the scientists learn how his marriage was strained by the complexities of cross-neurotype communication. We show how To the Moon’s storyworld and gameplay destabilize fixed understandings of neurotypicality, encourage deeper mutual understanding of temporal embodiment, and prompt players to reconsider their relationship to neurodiversity.

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来源期刊
Configurations
Configurations Arts and Humanities-Literature and Literary Theory
CiteScore
0.50
自引率
0.00%
发文量
33
期刊介绍: Configurations explores the relations of literature and the arts to the sciences and technology. Founded in 1993, the journal continues to set the stage for transdisciplinary research concerning the interplay between science, technology, and the arts. Configurations is the official publication of the Society for Literature, Science, and the Arts (SLSA).
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