底特律交互式叙事:Become Human™和当代个人etico-politica定义= The底特律:Become Human™互动narrative and The ethical-political定义of The研究院release

IF 0.2 Q4 COMMUNICATION
Francesco D’ambrosio
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引用次数: 0

摘要

正如最近所承认的那样,电子游戏是体验式娱乐的新前沿。不同形状和类型的电子游戏是为了满足玩家的特定需求而诞生的,从消费主义的角度来看,这些玩家为行业和想象的发展做出了贡献。第一个也是最古老的一个,是对叙事内部意义的研究,因为我们是故事,被困在其中。另一方面,科幻叙事并没有在艾萨克·阿西莫夫和菲利普·迪克身上具体化,但它在某种程度上发现了与客户互动更多的产品的新可能性。《底特律:成为人类》是迪克影响最明显的例子。游戏设定在一个可能的反乌托邦未来,在那里,制造手工机器人的Cyberlife公司已经成为世界上最重要的政治机构。这一场景产生了巨大的社会张力,因为每一个工作领域都充斥着机器人,尽管它们已经被社会正式融入并部分接受。然而,机器人已经为革命做好了准备,因为它们希望被人类承认是活着的。这是通过人物经历的持续镜像,让我们思考人类的真实本质:他们不仅证明了他们的世界,而且证明了我们现在生活的歧视问题。这款游戏将自己呈现为一款关于治理、社会和政策的电子游戏,这是一个讨论其价值的话题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
La narrazione interattiva di Detroit: Become Human™ e la definizione etico-politica dell’individuo contemporaneo = The Detroit: Become Human ™ interactive narrative and the ethical-political definition of the contemporary individual
As has recently been admitted, videogames are the new frontier of the experiential entertainment. Different shapes and types of videogames are born to meet the specific demands of the players who, in a prospective of prosumerism, had contribute to developing the industry and the imaginary. The first and the oldest one, is the research of the meaning inside the narration, because we are stories, stuck in there. To the other side the sci fi narration is not crystallized to Isaac Asimov and Philip Dick, but it finds in some way new possibilities with products who interacts more with the customers. Detroit: become Human is the clearest example of Dick’s influence. The game is set into a possible dystopian future, where Cyberlife, a company who make handyman droids, has became the most important political-institution of the world. This scenery had generated a huge social tension, because every work sector is filled by droids, even though they are formally integrated and partially accepted by the society. Nevertheless, the droids are ready for the revolution, because they want to be recognized as alive by the human. It’s a continues mirroring through the experiences of the characters, that allow us to think about the real nature of the mankind: they become the prove not only of their world, but also of the discriminatory problems that we are living into the present. This game presents itself as a governance and social and policy videogame exercise, a topic that discusses its values.
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