游戏边界:论文中的游戏化修辞和国家归属

IF 0.6 3区 文学 0 LITERATURE, AMERICAN
Gary Kafer
{"title":"游戏边界:论文中的游戏化修辞和国家归属","authors":"Gary Kafer","doi":"10.1215/00029831-9697057","DOIUrl":null,"url":null,"abstract":"\n Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.","PeriodicalId":45756,"journal":{"name":"AMERICAN LITERATURE","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2022-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Gaming Borders: The Rhetorics of Gamification and National Belonging in Papers, Please\",\"authors\":\"Gary Kafer\",\"doi\":\"10.1215/00029831-9697057\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.\",\"PeriodicalId\":45756,\"journal\":{\"name\":\"AMERICAN LITERATURE\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.6000,\"publicationDate\":\"2022-01-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AMERICAN LITERATURE\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1215/00029831-9697057\",\"RegionNum\":3,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LITERATURE, AMERICAN\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AMERICAN LITERATURE","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1215/00029831-9697057","RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LITERATURE, AMERICAN","Score":null,"Total":0}
引用次数: 1

摘要

长期以来,游戏媒体通过修复历史、政治和社会关系,强化国家归属感的情感过程,参与了国家建设项目。边界游戏类型尤其以通过部署特定的游戏机制和故事叙述元素来呈现国家边界的话语和象征价值而闻名。然而,正如本文所述,边界游戏不仅仅代表游戏中的边界;它们反映了在游戏化的文化逻辑下,边界本身如何作为游戏来体验。通过对Lucas Pope独立制作的美国电子游戏《Papers, Please》(2013)的分析,本文将游戏化视为一种修辞过程,它传达了游戏动态如何维持边境安全和公民身份的程序逻辑。游戏表明,这种逻辑以一系列基于规则的互动为标志,这些互动调节了国家认可的种族主义社会技术机制的影响,从而使游戏和流动性得以适当流动。然而,通过失败,游戏也揭示了游戏化是一个不完整的控制图表,在这里,情感的启动与塑造个人游戏体验的社会政治摩擦发生摩擦。最后,本文认为像《Papers, Please》这样的边界游戏能够让玩家体验到符合我们游戏化体验的国家归属形式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming Borders: The Rhetorics of Gamification and National Belonging in Papers, Please
Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
AMERICAN LITERATURE
AMERICAN LITERATURE LITERATURE, AMERICAN-
CiteScore
0.60
自引率
20.00%
发文量
27
期刊介绍: American Literature has been regarded since its inception as the preeminent periodical in its field. Each issue contains articles covering the works of several American authors—from colonial to contemporary—as well as an extensive book review section; a “Brief Mention” section offering citations of new editions and reprints, collections, anthologies, and other professional books; and an “Announcements” section that keeps readers up-to-date on prizes, competitions, conferences, grants, and publishing opportunities.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信