可爱,可爱,完全粉碎:毛绒玩具在电子游戏中的化身

IF 0.7 Q3 COMMUNICATION
E. Reay
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引用次数: 2

摘要

这篇文章研究了被设计成类似玩具的电子游戏化身。它将这个比喻命名为“Blithe Child”,以捕捉这个化身邀请的无忧无虑、漫不经心和童真的互动。本文认为,Blithe Child和传统玩具之间的联系有助于表达和解释非暴力游戏机制,塑造感性的玩家-化身关系,创造舒适、舒适的游戏空间,并鼓励亲社交、创造性和自我表达的游戏风格。然而,Blithe Child继承了人与玩具关系中隐藏的一些更险恶的动态,即羞辱和残害可爱物体的欲望,以及对“真实”意味着什么的焦虑——成为一个独立的、能动的主体,而不是一个被动的、被操纵的、其他的物体。本文借鉴了可爱研究和玩具研究的理论,采用细读的方法来批评支撑这一比喻的基于年龄的等级制度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cute, cuddly and completely crushable: Plushies as avatars in video games
This article examines video game avatars that are designed to resemble toys. It names this trope the ‘Blithe Child’ to capture the carefree, careless and childlike interactions this avatar invites. This article argues that the connection between the Blithe Child and traditional toys functions to express and explain non-violent game mechanics, to shape sentimental player‐avatar relationships, to create cosy, snug playspaces and to encourage pro-social, creative and self-expressive playstyles. However, the Blithe Child inherits some of the more sinister dynamics latent in human‐toy relationships, namely the desire to humiliate and mutilate the cute object and anxieties about what it means to be ‘real’ ‐ to be an independent, agential subject rather than a passive, manipulated, othered object. Drawing on theories derived from cuteness studies and toy studies, this article uses a close reading approach to critique the age-based hierarchies that underpin this trope.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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