我口袋里的幽灵Tamagotchi 媒体考古学

Konstantin A. Ocheretyany
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引用次数: 0

摘要

对媒体考古学来说,成为 90 年代标志之一的 Tamagotchi 装置非常有趣,至少有三个原因。首先,在技术认知标准相对自由的条件下,大公司不怕冒险,向市场推出在技术和社会层面都具有挑衅性和实验性的产品。其次,在 Tamagotchi 的案例中,人们提出了一种物品,通过它的活动,不仅仅是为了传播或实现某些东西,而是为了引入 "噪音"--在日常生活正常化的经验结构中引入各种偏差和扭曲,产生混杂性和自发性,要求对稳定的秩序进行不可能的变革。第三,与 Tamagotchi 的互动不是游戏,更不是功利性的做法。与技术的互动被指定为一种新的模式--就像与一个生命体互动一样,它有自己的需求、周期、刺激和对互动的可能反应。个人将自己与这些周期联系起来,发现自己处于 Tamagotchi 吸引力的影响范围内--不是作为用户或所有者,不是作为玩家或主人,而是作为充满关爱和沉思的个体,作为深度参与另一个生命的成长和发展的人--一种自主存在的形成。提供的不是某种有限而明确的功能,而是一种生活方式。Tamagotchi的所有这些特点都是我们对移动界面非显而易见的整体感知的核心。我们根据它们来构建自己的行为,它们参与对体验的诠释,它们参与发生在我们身边的事件,它们参与情感的产生、分配和体验。与其说它们是工具,不如说它们是伙伴。它们不是通过隐喻来影响我们,而是作为一种元素,无论多么难以察觉,都会影响生活的形式,使其成为可能或不可能。这篇文章说明了玉兔的影响是如何形成的,以及形成的原因--这种影响使得移动界面的原元素不是在价值体系的交流层面上发挥作用,而是在存在的转换层面上发挥作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ghost in My Pocket: Tamagotchi Media Archaeology
The Tamagotchi device, which became one of the symbols of the 90s, is extremely interesting for media archaeology for at least three reasons. Firstly, in conditions of relative freedom of technology perception standards, large companies were not afraid to take risks by offering items to the market that were provocative and experimental, both in technological and social dimensions. Secondly, in the case of the Tamagotchi, an object was proposed that, through its activity, was meant not just to communicate or enable something but to introduce "noises"—various deviations and distortions into the structures of experience normalized by everyday life, producing hybridity and spontaneity, claiming an impossible transformation of a stable order. Thirdly, interaction with the Tamagotchi was not a game and, moreover, not a utilitarian practice. A new model of interaction with technology was designated—as with a living being, with its needs, cycles, stimuli, and possible responses to interaction. Individuals correlated themselves with these cycles, finding themselves in the sphere of influence of Tamagotchi's attraction—not as users or owners, not as players or hosts, but as caring and contemplative individuals, as someone who were deeply involved in the growth and development of another life—the formation of an autonomous presence. Instead of some limited and unambiguous functionality, a lifestyle was offered. All these features of the Tamagotchi are at the hearts of our perception of mobile interfaces in all their non-obvious totality. We build our behavior in accordance to them, they participate in the interpretation of the experience, they are included in the events happening to us, they participate in the emergence, distribution, and experience of emotions. They are not so much tools as they are companions. They affect us not so much through metaphors, but as elements that, no matter how imperceptibly, influence the forms of life, making them possible or impossible. The article shows how and why the influence of the Tamagotchi has developed — the influence which has allowed the proto-elements of the mobile interface to function not at the level of communication in value systems, but at the level of transformation of presence.
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