行走模拟器《QWOP》中令人不安的具身素养

IF 0.7 Q3 COMMUNICATION
Doug Stark
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引用次数: 2

摘要

这篇文章的目的有两个:首先,对所谓的“步行模拟器”(步行模拟)的一个可以说是保守的方面进行批判性的关注,其次,将病毒浏览器游戏QWOP(2008)定位为对视频游戏步行控制主流范式的干预。前半部分讨论了步行模拟器如何继承和共享用于模拟步行的“动作语法”与许多其他游戏(Galloway)。我认为,这种动作语法通过表征、控制程序和玩家“具体素养”的组合,构成了视频游戏中特定主体位置的具体化——一个与规范身心相关的位置(基奥)。下半部分考虑了QWOP步行模拟的替代语法,以及这如何促成玩家和电子游戏之间的不同关系,引发了关于分布式认知、意向性、失败以及游戏的关键意义的问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Unsettling embodied literacy in QWOP the walking simulator
The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called ‘walking simulators’ ‐ their walking simulation and second, to position viral browser game QWOP (2008) as an intervention into dominant paradigms of video game walking control. The first half discusses how walking simulators inherit and share a ‘grammar of action’ for simulating walking with a number of other games (Galloway). I argue this grammar of action constitutes the reification of a particular subject position ‐ one associated with a normative bodymind ‐ in video gameplay via a combination of representations, control procedures and player ‘embodied literacy’ (Keogh). The second half considers QWOP’s alternate grammar of walking simulation and how this precipitates a different relationship between player and video game, prompting questions about distributed cognition, intentionality, failure and what it means for a game to be critical.
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CiteScore
1.10
自引率
25.00%
发文量
8
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