疯狂的回声:探索《地狱之刃:塞努亚的献祭》中的残疾与精神疾病

IF 1.7 Q2 SOCIOLOGY
Societies Pub Date : 2024-09-03 DOI:10.3390/soc14090170
Sina Torabi, Jeff Preston
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引用次数: 0

摘要

电子游戏以很多方面著称,但对患有精神疾病的角色进行细致入微的刻画可能并不是其中之一。然而,随着《地狱之刃:塞努亚的献祭》等旨在向玩家传达真实的精神病体验的游戏的出现,这一趋势逐渐开始转变。本文通过对《地狱之刃:塞努亚的献祭》游戏中不同场景的细读,展示了《地狱之刃》是如何采取一种模棱两可的立场,将精神疾病作为一种表现工具,从而使大多数其他游戏中常见的理智主义观念复杂化的。此外,《地狱之刃》还避免了此类表述中经常使用的一些煽情和有问题的套路,如 "超级警察 "和笛卡尔式的身心分裂。为了说明这一点,我们采用了米切尔和斯奈德的 "叙事假体"(narrative prosthesis)概念,以证明游戏实际上并没有依赖塞努阿的残疾作为叙事的奇特特征来吸引玩家。通过结合残疾研究和疯狂研究的见解,我们展示了这款游戏在挑战流行文化中对精神疾病的普遍看法方面是如何朝着正确的方向迈进的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice
Video games are known for many things, but nuanced portrayals of characters with mental illness might not be one of them. This trend, however, has gradually started to shift with games like Hellblade: Senua’s Sacrifice, which aim to convey a genuine experience of mental illness to the player. Through a close reading of different instances in the game, this paper shows how Hellblade complicates the usual sanist ideas seen in most other games by taking an ambiguous stance, using mental illness as a representational tool. Furthermore, it avoids some of the more sensationalist and problematic tropes often employed in such representations, like the supercrip and the Cartesian divide of the body and mind. In order to show this, we have employed Mitchel and Snyder’s concept of narrative prosthesis to demonstrate how the game does not in fact rely on Senua’s disability as an exotic feature of the narrative to hook players in. By combining insights from disability and mad studies, we show how this game is a step in the right direction when it comes to challenging the perceptions of mental illness prevalent in pop culture.
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来源期刊
Societies
Societies SOCIOLOGY-
CiteScore
3.10
自引率
9.50%
发文量
150
审稿时长
11 weeks
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