《赛博朋克2077》中的幽灵与镜子:被对方吞噬

IF 0.7 Q3 COMMUNICATION
Michał Kłosiński
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引用次数: 0

摘要

本文从赛博朋克作为一种文化形态的当代反思的角度,对赛博朋克2077数字游戏进行分析与解读。主要假设是,游戏提供了一种叙事方式,让玩家沉浸在精神病的体验和对他人的恐惧中。本文主要关注作为游戏叙事主导元素的精神病现象。在方法上,文本嵌入在解释学定位在文学,哲学和游戏研究话语的交叉点。关于精神病现象的临床描述和心理学著作为这种反思奠定了基础。对《赛博朋克2077》中对他人的恐惧的批判性解读表明,游戏怀旧地回到了上个世纪赛博朋克文化形成所投射的恐惧。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ghosts and mirrors: Devourment by the other in Cyberpunk 2077
This article presents an analysis and interpretation of the Cyberpunk 2077 digital game in the perspective of contemporary reflection on cyberpunk as a cultural formation. The main hypothesis is that the game offers a narration that immerses players in the experience of psychosis and the fear of otherness. The article focuses on the phenomenon of psychosis as a dominant element of the game narrative. Methodologically, the text is embedded within hermeneutics positioned at the intersection of literary, philosophical and game studies discourse. Clinical descriptions and psychological works on the phenomenon of psychosis were used to ground this reflection. Critical reading of the narrativized fear of the other in Cyberpunk 2077 shows that the game nostalgically returns to the phobias projected by the cyberpunk cultural formation in the previous century.
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CiteScore
1.10
自引率
25.00%
发文量
8
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