任务目标:携带白人的负担外太空-殖民化的游戏化在死亡空间

IF 0.1 0 FILM, RADIO, TELEVISION
A. Nae
{"title":"任务目标:携带白人的负担外太空-殖民化的游戏化在死亡空间","authors":"A. Nae","doi":"10.24193/EKPHRASIS.20.9","DOIUrl":null,"url":null,"abstract":"Survival horror video games were recognized in the late nineteen-nineties for their cumbersome gameplay determined by complicated controls and inefficient core mechanics. After 2005, survival horror games started to move away from their traditional game design and to show more openness to the dominant game design norms of the action genre. The new survival horror games sought to eliminate the hypermedial elements that had characterized their predecessors and offer gamers an immersive gameplay experience similar to that of AAA1 action games. In this article I look at the survival horror game Dead Space (EA, 2008) and analyse the way in which the game naturalizes its ludic functions in order to strengthen the illusion of immersion and how the illusion of immersion strengthens the ideology of white supremacy embedded in the remediated colonial discourse of the game. In keeping with Jesper Juul’s approach (“On Absent Carrot Sticks”) to the relation between the game’s fiction and the game’s rules, I show that in the case of Dead Space traditionally antimimetic elements of video games such as the heads-up display are implemented into the fictional text-actual-world. As a result, conventionally extradiegetic game mechanics such as the inventory now become intradiegetic elements that no longer draw the player away from the storyworld.2 The realism of the storyworld works in favour of a naturalization of the colonial tropes that the video game remediates.","PeriodicalId":40444,"journal":{"name":"Ekphrasis-Images Cinema Theory Media","volume":null,"pages":null},"PeriodicalIF":0.1000,"publicationDate":"2018-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Mission Objective: Carry the White Man’s Burden to Outer Space – The Gamification of Colonization in Dead Space\",\"authors\":\"A. Nae\",\"doi\":\"10.24193/EKPHRASIS.20.9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Survival horror video games were recognized in the late nineteen-nineties for their cumbersome gameplay determined by complicated controls and inefficient core mechanics. After 2005, survival horror games started to move away from their traditional game design and to show more openness to the dominant game design norms of the action genre. The new survival horror games sought to eliminate the hypermedial elements that had characterized their predecessors and offer gamers an immersive gameplay experience similar to that of AAA1 action games. In this article I look at the survival horror game Dead Space (EA, 2008) and analyse the way in which the game naturalizes its ludic functions in order to strengthen the illusion of immersion and how the illusion of immersion strengthens the ideology of white supremacy embedded in the remediated colonial discourse of the game. In keeping with Jesper Juul’s approach (“On Absent Carrot Sticks”) to the relation between the game’s fiction and the game’s rules, I show that in the case of Dead Space traditionally antimimetic elements of video games such as the heads-up display are implemented into the fictional text-actual-world. As a result, conventionally extradiegetic game mechanics such as the inventory now become intradiegetic elements that no longer draw the player away from the storyworld.2 The realism of the storyworld works in favour of a naturalization of the colonial tropes that the video game remediates.\",\"PeriodicalId\":40444,\"journal\":{\"name\":\"Ekphrasis-Images Cinema Theory Media\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.1000,\"publicationDate\":\"2018-11-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Ekphrasis-Images Cinema Theory Media\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24193/EKPHRASIS.20.9\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"FILM, RADIO, TELEVISION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Ekphrasis-Images Cinema Theory Media","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24193/EKPHRASIS.20.9","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"FILM, RADIO, TELEVISION","Score":null,"Total":0}
引用次数: 2

摘要

在20世纪90年代后期,生存恐怖电子游戏因其复杂的控制和低效的核心机制所决定的繁琐游戏玩法而得到认可。2005年之后,生存恐怖游戏开始脱离传统的游戏设计,并向主流的动作类游戏设计规范表现出更多开放性。新的生存恐怖游戏试图消除其前身的超媒介元素,并为玩家提供类似于AAA1动作游戏的沉浸式游戏体验。在本文中,我将着眼于生存恐怖游戏《死亡空间》(EA, 2008年),并分析游戏如何将其趣味功能自然化,从而强化沉浸感,以及沉浸感是如何强化白人至上意识形态的。为了与Jesper Juul关于游戏虚构与游戏规则之间关系的方法保持一致,我认为在《死亡空间》中,电子游戏的传统反模仿元素(如抬头显示)被执行到虚构的文本-现实世界中。因此,传统的超叙事游戏机制(如库存)现在变成了非传统的元素,不再吸引玩家离开故事世界故事世界的现实主义有利于电子游戏所修复的殖民比喻的归化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mission Objective: Carry the White Man’s Burden to Outer Space – The Gamification of Colonization in Dead Space
Survival horror video games were recognized in the late nineteen-nineties for their cumbersome gameplay determined by complicated controls and inefficient core mechanics. After 2005, survival horror games started to move away from their traditional game design and to show more openness to the dominant game design norms of the action genre. The new survival horror games sought to eliminate the hypermedial elements that had characterized their predecessors and offer gamers an immersive gameplay experience similar to that of AAA1 action games. In this article I look at the survival horror game Dead Space (EA, 2008) and analyse the way in which the game naturalizes its ludic functions in order to strengthen the illusion of immersion and how the illusion of immersion strengthens the ideology of white supremacy embedded in the remediated colonial discourse of the game. In keeping with Jesper Juul’s approach (“On Absent Carrot Sticks”) to the relation between the game’s fiction and the game’s rules, I show that in the case of Dead Space traditionally antimimetic elements of video games such as the heads-up display are implemented into the fictional text-actual-world. As a result, conventionally extradiegetic game mechanics such as the inventory now become intradiegetic elements that no longer draw the player away from the storyworld.2 The realism of the storyworld works in favour of a naturalization of the colonial tropes that the video game remediates.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Ekphrasis-Images Cinema Theory Media
Ekphrasis-Images Cinema Theory Media FILM, RADIO, TELEVISION-
CiteScore
0.10
自引率
0.00%
发文量
8
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信