虚拟神圣:《魔兽世界》和《第二人生》中的神话和意义

IF 0.6 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY
R. Guyker
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引用次数: 22

摘要

《神圣化:魔兽世界和第二人生中的神话与意义》罗伯特·m·杰拉奇,纽约,纽约:牛津大学出版社,2014年。附录、注释、参考文献、索引和图像。348页,35美元布。《虚拟神圣:魔兽世界中的神话与意义》和《第二人生》在很多方面都是Robert W. Geraci 2011年出版的《启示录人工智能:机器人、人工智能和虚拟现实中的天堂》的自然后续。他的最新作品博学、清晰,对蓬勃发展的游戏和虚拟世界多学科研究做出了深刻而重要的贡献。它也增加了最近研究虚拟世界、神圣传统、意义创造和神话之间关系的学术机构,包括社会学家威廉·西姆斯·班布里奇的《电子神:电脑游戏中的信仰与幻想》和心理学家尼克·易的《普罗泰斯悖论:网络游戏和虚拟世界如何改变我们——以及它们如何没有改变我们》。《神圣的现实》坚定地站在这些作品的一边,提供了一个从社会科学和宗教社会学中衍生出来的理论前提。除了Geraci雄心勃勃的理论前提,他还花了大量时间在虚拟游戏世界内外进行人种学研究,包括在《魔兽世界》(2004)的公会和《第二人生》(2003)的社区中进行访谈和调查。Geraci平衡了定量和定性的发现和观察,用富有洞察力的轶事突出了虚拟世界居民的日常事件。有时,他公开承认当这两种方法发生冲突或不需要完全表达宗教冲动时。所有这些充满了平易近人的写作风格和散文,使杰拉奇的情况公平。他还提供了大量的尾注和关于他自己的方法和来源的宝贵附录。任何从事类似工作的学者都会想要查阅这些丰富的补充材料。第1章到第3章展示了Geraci在《魔兽世界》中的经历,以及他自己承认它的力量是一个预制的神话和爱驱动的领域的努力。因此,前几章揭示了Geraci对神话话语的暗示性见解,以及作为一个连贯的故事和游戏世界的意义。他进一步简要介绍了《魔兽世界》游戏的主要祖先,这些游戏具有类似的主题和神话制作的美学倾向。自然地,托尔金的神话和高度幻想的类型脱颖而出,成为“现代神话”的典范,与一般的科幻小说一样(第28-31页)。这些游戏与极具影响力的桌面角色扮演游戏《龙与地下城》(Dungeons & Dragons)一起,很好地展示了神话和魔法在文化上的传播。然而,正如Geraci所暗示的那样,更有效且更根深蒂固的神话很可能是玩家对善恶之间的宇宙斗争的干预,为道德关注和反思提供空间,同时在这一潜在神话的主要浪潮中产生超凡的体验。Geraci在第4章到第6章中分析了第二人生更不透明的宗教社区建设、依赖于用户生成内容的开放世界的社会实验,以及制造和身份构建。与《魔兽世界》类似,《第二人生》也借鉴了科幻小说和赛博朋克的经典内容,如威廉·吉布森的《神经漫游者》(1984)和尼尔·斯蒂芬森的《雪崩》(1992)。正如杰拉奇所揭示的那样,《第二人生》的多孔世界并不是由爱情驱动的(尽管爱情驱动的土地确实存在),而是由宇宙和神话驱动的。…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life
Virtually Sacred: Myth and Meaning in World of Warcraft and Second LifeRobert M. Geraci New York, NY: Oxford University Press, 2014. Appendix, notes, references, index, and images. 348 pp. $35.00 cloth. ISBN: 9780199344697Virtually Sacred: Myth and Meaning in World of Warcraftand Second Life is in many ways a natural follow-up to Robert W. Geraci's 2011 book Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality. His latest work is erudite, lucid, and a poignant and significant contribution to the flourishing multidisciplinary study of games and virtual worlds. It also adds to the recent body of scholarship examining the nexus of virtual worlds, sacred traditions, meaning making, and myth, including sociologist William Sims Bainbridge's eGods: Faith Versus Fantasy in Computer Gaming and psychologist Nick Yee's Proteus Paradox: How Online Games and Virtual Worlds Change Us-and How They Don't. Virtually Sacred stands firmly alongside such works, offering a theoretical premise derived from the social sciences in general and the sociology of religion in particular.Beyond Geraci's ambitious theoretical premises, he also spent extensive time in and out of virtual game worlds conducting ethnographic research replete with interviews and surveys within guilds of World of Warcraft(2004) and communities of Second Life (2003). Geraci balances quantitative and qualitative findings and observations with insightful anecdotes highlighting everyday occurrences of virtual-world residents. At times he openly acknowledges when the two approaches conflict or need not express religious impulses exclusively. All this teeming with an approachable style of writing and prose makes Geraci's case equitable. He has also supplied ample endnotes and an invaluable appendix on his own methodologies and sources. Any scholar pursuing similar work will want to consult this generous supplementary material.Chapters 1 through 3 lay out Geraci's experiences in World of Warcraftand his own efforts to acknowledge its strength as a prefabricated mythos and lore-driven domain. As such, the first few chapters reveal Geraci's suggestive insights into the discourse of myth and meaning as a cohesive story and game world. He further develops a brief account of key progenitors of World of Warcraftand games with similar thematic and aesthetic tendencies toward myth making. Naturally, the mythopoeia of Tolkien and the genre of high fantasy stand out as canonical, along with science fiction in general as a model for "modern mythology" (pp. 28-31). These, alongside the highly influential table-top role-playing game Dungeons & Dragons, readily demonstrate content culturally transmitted with an appeal for myth and magic. However, the operative and more deeply entrenched mythos, as Geraci suggests, may very well be the players' intervention with a cosmic struggle between good and evil, enabling room for ethical concerns and reflections, while yielding transcendent-like experiences within the major tides of this underlying mythos.Geraci dedicates chapters 4 through 6 to analyzing Second Life's more opaque engagement with religious community building, social experiments with its openworld reliance on user-generated content, and fabrication and identity construction. Much like World of Warcraft, Second Life also draws on the canonical texts of science fiction and cyberpunk like William Gibson's Neuromancer (1984) and Neal Stephenson's Snow Crash (1992). As Geraci reveals, the porous world of Second Life is not so much lore driven (though loredriven lands exist), but rather cosmo- and mytho-plastic. …
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American Journal of Play
American Journal of Play SOCIAL SCIENCES, INTERDISCIPLINARY-
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