{"title":"教育学、超现实性和能动性——探究电子游戏的教育效应","authors":"A. Kraus","doi":"10.5406/15437809.56.4.05","DOIUrl":null,"url":null,"abstract":"Abstract:Whereas utopia is the vision of an ideal community, dystopias create the image of a cataclysmic decline of society and environment. This article deals with the construction of personal agency and the analysis of digital simulation that is reflected in an online commercial for a first-person survival horror video game. Agency is understood here as the capacity to act in the virtual environment that is ascribed to the actor by the marketing strategy. Applying approaches from phenomenology, simulation theory, and sound studies, the analysis proceeds in reference to a corresponding educational political agenda. The findings show a certain discrepancy between the more utopian education political rhetoric and the more dystopian construction of personal agency in the video game context, a discrepancy from which specific educational challenges emerge. Finally, even if a case study generally cannot be seen as representative, its results present a direction for the further investigation of virtual reality from the education perspective as suggested by international policies.","PeriodicalId":45866,"journal":{"name":"JOURNAL OF AESTHETIC EDUCATION","volume":null,"pages":null},"PeriodicalIF":0.4000,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pedagogy, Hyperreality, and Agency— To Sound Out Education Effects Ascribed to a Video Game\",\"authors\":\"A. Kraus\",\"doi\":\"10.5406/15437809.56.4.05\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract:Whereas utopia is the vision of an ideal community, dystopias create the image of a cataclysmic decline of society and environment. This article deals with the construction of personal agency and the analysis of digital simulation that is reflected in an online commercial for a first-person survival horror video game. Agency is understood here as the capacity to act in the virtual environment that is ascribed to the actor by the marketing strategy. Applying approaches from phenomenology, simulation theory, and sound studies, the analysis proceeds in reference to a corresponding educational political agenda. The findings show a certain discrepancy between the more utopian education political rhetoric and the more dystopian construction of personal agency in the video game context, a discrepancy from which specific educational challenges emerge. Finally, even if a case study generally cannot be seen as representative, its results present a direction for the further investigation of virtual reality from the education perspective as suggested by international policies.\",\"PeriodicalId\":45866,\"journal\":{\"name\":\"JOURNAL OF AESTHETIC EDUCATION\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.4000,\"publicationDate\":\"2022-11-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JOURNAL OF AESTHETIC EDUCATION\",\"FirstCategoryId\":\"1092\",\"ListUrlMain\":\"https://doi.org/10.5406/15437809.56.4.05\",\"RegionNum\":4,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"HUMANITIES, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JOURNAL OF AESTHETIC EDUCATION","FirstCategoryId":"1092","ListUrlMain":"https://doi.org/10.5406/15437809.56.4.05","RegionNum":4,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"HUMANITIES, MULTIDISCIPLINARY","Score":null,"Total":0}
Pedagogy, Hyperreality, and Agency— To Sound Out Education Effects Ascribed to a Video Game
Abstract:Whereas utopia is the vision of an ideal community, dystopias create the image of a cataclysmic decline of society and environment. This article deals with the construction of personal agency and the analysis of digital simulation that is reflected in an online commercial for a first-person survival horror video game. Agency is understood here as the capacity to act in the virtual environment that is ascribed to the actor by the marketing strategy. Applying approaches from phenomenology, simulation theory, and sound studies, the analysis proceeds in reference to a corresponding educational political agenda. The findings show a certain discrepancy between the more utopian education political rhetoric and the more dystopian construction of personal agency in the video game context, a discrepancy from which specific educational challenges emerge. Finally, even if a case study generally cannot be seen as representative, its results present a direction for the further investigation of virtual reality from the education perspective as suggested by international policies.
期刊介绍:
The Journal of Aesthetic Education (JAE) is a highly respected interdisciplinary journal that focuses on clarifying the issues of aesthetic education understood in its most extensive meaning. The journal thus welcomes articles on philosophical aesthetics and education, to problem areas in education critical to arts and humanities at all institutional levels; to an understanding of the aesthetic import of the new communications media and environmental aesthetics; and to an understanding of the aesthetic character of humanistic disciplines. The journal is a valuable resource not only to educators, but also to philosophers, art critics and art historians.