{"title":"这是你的创伤还是我的创伤?同理心差距和单人电子游戏体验","authors":"N. P. Houe","doi":"10.1080/13534645.2023.2184952","DOIUrl":null,"url":null,"abstract":"Empathy with game characters is generally treated as a positive outcome of gameplay experiences, although the concept of ‘empathy games’ has received due criticism in recent years by mostly indie game developers and scholars of queer games. Empathy with game characters in single-player videogames, in the sense of both player-characters and non-player characters, is therefore often described as a profound emotional experience for players, or an especially compelling expression of identification, agency, immersion, social-emotional skills, or selflessness. Videogames like The Last of Us (Naughty Dog, 2013, 2020), This War of Mine (11 bit studios, 2014) and That Dragon, Cancer (Numinous Games, 2016), for instance, compel players to engage with the trauma of game characters in different ways to induce resounding affective responses and experiences in players. However, because people primarily use themselves as referents for understanding others, even when their own experiences are not intuitively relevant, they generally underestimate the impact of their own affective states when trying to empathise, which leads to an egocentric bias in emotional perspective-taking with both themselves and others. Consequently, when players feel intense emotions about game characters and represented trauma, it can easily obstruct the process of empathy by directing players’ experiences toward themselves, creating a gap in understanding and emotional connection between self and other. Player’s own seminally related experiences may thus overshadow any trauma they perceive in-game, and such a indiscriminatory projection of self into other may express an egocentric bias rather than empathy in any prosocial sense. This complicates the thematisation and reception of trauma in single-player videogames, where","PeriodicalId":46204,"journal":{"name":"Parallax","volume":"28 1","pages":"230 - 241"},"PeriodicalIF":0.1000,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Is This Trauma Yours or Mine? Empathy Gaps and Single-Player Videogame Experiences\",\"authors\":\"N. P. 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引用次数: 0
摘要
对游戏角色的移情通常被视为游戏体验的积极结果,尽管近年来“移情游戏”的概念受到了大多数独立游戏开发商和酷儿游戏学者的批评。因此,从玩家角色和非玩家角色的角度来看,在单人电子游戏中对游戏角色的同理心通常被描述为玩家的一种深刻的情感体验,或者是身份认同、代理、沉浸感、社交情感技能或无私的一种特别引人注目的表达。例如,《最后的我们》(The Last of Us,Naughty Dog,20132020)、《我的战争》(This War of Mine,11 bit studios,2014)和《那条龙,癌症》(The Dragon,Cancer,Numnous Games,2016)等电子游戏迫使玩家以不同的方式接受游戏角色的创伤,从而在玩家身上引发强烈的情感反应和体验。然而,由于人们主要将自己作为理解他人的参照物,即使他们自己的经历与直觉无关,他们在试图移情时也通常低估了自己情感状态的影响,这导致了在对待自己和他人的情感视角中存在以自我为中心的偏见。因此,当玩家对游戏角色和所代表的创伤感到强烈情绪时,它很容易通过将玩家的经历引导到自己身上来阻碍移情过程,从而在自我和他人之间造成理解和情感联系的差距。因此,玩家自己的神学院相关经历可能会掩盖他们在游戏中感受到的任何创伤,而这种对自我向他人的无差别投射可能会表达一种以自我为中心的偏见,而不是任何亲社会意义上的同理心。这使单人视频游戏中创伤的主题化和接受变得复杂
Is This Trauma Yours or Mine? Empathy Gaps and Single-Player Videogame Experiences
Empathy with game characters is generally treated as a positive outcome of gameplay experiences, although the concept of ‘empathy games’ has received due criticism in recent years by mostly indie game developers and scholars of queer games. Empathy with game characters in single-player videogames, in the sense of both player-characters and non-player characters, is therefore often described as a profound emotional experience for players, or an especially compelling expression of identification, agency, immersion, social-emotional skills, or selflessness. Videogames like The Last of Us (Naughty Dog, 2013, 2020), This War of Mine (11 bit studios, 2014) and That Dragon, Cancer (Numinous Games, 2016), for instance, compel players to engage with the trauma of game characters in different ways to induce resounding affective responses and experiences in players. However, because people primarily use themselves as referents for understanding others, even when their own experiences are not intuitively relevant, they generally underestimate the impact of their own affective states when trying to empathise, which leads to an egocentric bias in emotional perspective-taking with both themselves and others. Consequently, when players feel intense emotions about game characters and represented trauma, it can easily obstruct the process of empathy by directing players’ experiences toward themselves, creating a gap in understanding and emotional connection between self and other. Player’s own seminally related experiences may thus overshadow any trauma they perceive in-game, and such a indiscriminatory projection of self into other may express an egocentric bias rather than empathy in any prosocial sense. This complicates the thematisation and reception of trauma in single-player videogames, where
期刊介绍:
Founded in 1995, parallax has established an international reputation for bringing together outstanding new work in cultural studies, critical theory and philosophy. parallax publishes themed issues that aim to provoke exploratory, interdisciplinary thinking and response. Each issue of parallax provides a forum for a wide spectrum of perspectives on a topical question or concern. parallax will be of interest to those working in cultural studies, critical theory, cultural history, philosophy, gender studies, queer theory, post-colonial theory, English and comparative literature, aesthetics, art history and visual cultures.