任天堂《塞尔达传说》电子游戏中英雄旅程的怪异叙事

IF 0.1 3区 文学 0 LITERATURE
T. Pugh
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引用次数: 34

摘要

在电子游戏相对较短的历史和学术研究中,许多评论家和玩家长期以来一直在哀叹其性别角色的倒退——这是理所当然的。各种游戏都依赖于陈腐的叙事轨迹,即描述男性的能动性和女性的被动性,即男性主角拯救处于困境中的女性少女,而这些少女通常被描绘成男性欲望的夸张和色情对象。正如Peter Buse在其1996年的开创性研究中所哀叹的那样,“当涉及到性别政治时,电子游戏的叙述是可预测的和令人沮丧的:除了一些值得注意的例外,如俄罗斯方块和其他非性别游戏,它们相当粗糙地再现了父权性别关系的最坏情况。”随着时间的推移,我们见证了计算机技术的显著变化,以及电子游戏在玩法、故事情节和交互性方面的复杂性,但对性别歧视的指责仍然理所当然地强调了对其反女权主义惯例进行更有力干预的必要性。最近,Adrienne Shaw在谈到游戏的性别刻板印象时指出,在许多游戏中,“性别和性取向是静态定义的”,导致“压抑的世界观定义了游戏的结构”(32)男性作为电子游戏主要消费者的文化形象也延续了这些传统,将女性置于许多游戏故事情节和电子游戏现象的游戏社区中的次要位置。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Queer Narrativity of the Hero's Journey in Nintendo's The Legend of Zelda Video Games
Within the relatively brief history of video games and their scholarly study, many critics and players have long lamented their regressive gender roles—and rightfully so. Various games rely on hackneyed narrative trajectories depicting male agency and female passivity, in which male protagonists rescue female damsels in distress who are often drawn as exaggerated and eroticized objects of male lust. As Peter Buse laments in his groundbreaking 1996 study, “video game narratives are predictable and depressing when it comes to sexual politics: with a few notable exceptions, like Tetris and other nongendered games, they rather crudely reproduce the worst-case scenario of patriarchal gender relations” (166). The passage of years has witnessed remarkable shifts in computing technologies and, consequently, the complexity of video games in their play, storylines, and interactivity, yet accusations of sexism still rightfully highlight the need for more forceful interventions into their antifeminist conventions. More recently, Adrienne Shaw, addressing gaming’s enduring legacy of gendered stereotypes, observes “that gender and sexuality are statically defined” in many games, resulting in an “oppressive world view defin[ing] the very structure of the game” (32).1 The persistent cultural image of males as the primary consumers of video games perpetuates these conventions as well, relegating females to a secondary position both within many games’ storylines and within the playing communities of the video game phenomenon.
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来源期刊
CiteScore
0.40
自引率
0.00%
发文量
6
期刊介绍: Since its inception in 1971 as the Journal of Narrative Technique, JNT (now the Journal of Narrative Theory) has provided a forum for the theoretical exploration of narrative in all its forms. Building on this foundation, JNT publishes essays addressing the epistemological, global, historical, formal, and political dimensions of narrative from a variety of methodological and theoretical perspectives.
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