“我的一生都在逃亡”:《Red Dead Redemption 2》中作为后种族奖杯的逃亡

Pub Date : 2022-01-27 DOI:10.1215/00029831-9697043
Katrina Marks
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引用次数: 0

摘要

本文讨论了Rockstar Games的热门电子游戏《Red Dead Redemption 2》(2018),该游戏讲述了1898年和1899年“狂野西部”衰落期间白人亡命之徒亚瑟·摩根的故事。本文讨论了批判性种族研究中关于赋格性的对话,认为赋格性是一种修辞修辞,代表了种族认同,而后种族主义的逻辑否认了对种族的投资。通过分析游戏的叙事、空间和动觉元素,本文认为摩根,以及玩家,通过与空间的逃亡关系,与历史上和地理上种族化的其他人结盟。虽然Rockstar作为一家电子游戏工作室,可能不会在其虚构的世界构建中明确干预种族化和种族化的政治想象,但该工作室采用的动觉、叙事和制图策略回应了一系列植根于后种族主义修辞的文化假设。因此,《Red Dead Redemption 2》是一部多方面的文本,通过它来质疑这种修辞的动态,因为它被动员起来代表了赋格性和身份。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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“My Whole Life I’ve Been on the Run”: Fugitivity as a Postracial Trope in Red Dead Redemption 2
This article discusses the popular video game Red Dead Redemption 2 (2018) by Rockstar Games, which follows Arthur Morgan, a white outlaw, during the decline of the “Wild West” in 1898 and 1899. Taking up conversations of fugitivity in critical ethnic studies, this article maintains that fugitivity operates as a rhetorical trope that stands in for racial identity where the logic of postracialism denies investments in race. Analyzing the narrative, spatial, and kinesthetic elements of the game, this article argues that Morgan, and by extension the player, is aligned with historically and geographically racialized others through a fugitive relationship to space. While Rockstar, as a video game studio, may not see itself explicitly intervening in a racialized and racializing political imaginary in its fictional worldbuilding, the kinesthetic, narrative, and cartographic strategies the studio employs respond to a set of cultural assumptions rooted in the rhetoric of postracialism. As such, Red Dead Redemption 2 serves as a multifaceted text through which to interrogate the dynamics of that rhetoric as it is mobilized in representations of fugitivity and identity.
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