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'Playing with the pieces': The political economy of play in two forgotten computer games.

机译:“玩件游戏”:在两个被遗忘的计算机游戏中玩游戏的政治经济学。

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摘要

This dissertation offers a non materialist Marxist reading of how play is constructed in many contemporary computer games and in much of the critical and the popular discourse surrounding these games. Focused primarily on two computer games, The 7th Guest and The 11th Hour, its goal is to come to terms with the political, cultural and economic structures that underpin the complex textual and visual rhetoric of computer games. To this end, the primary purpose of this dissertation is to understand how computer games encode the reading and writing process. Specifically concerned with the emphasis that games like The 7th Guest and The 11th Hour place on following rules, it demonstrates that many computer games are constructed around a ludic, goal-orientated model of play that is designed to teach players that the type of open-ended, creative and critical play that Jacques Derrida understands as freeplay is undesirable and unreachable. In doing so, its larger purpose is to show that the danger of computer games like The 7th Guest and The 11th Hour is not that they are too real. Although many computer games promise players a virtual experience that is more real than real, they invariably fail to deliver on these promises. Whether these failures are consciously or unconsciously coded into the games, the result is that the so-called "real world"---the constructed social reality of third-stage capitalism---appears to be real and beyond question in much the same way that Jean Baudrillard argues that Disneyland serves to make Los Angeles appear more real. In this sense, the danger of computer games is not that players become so addicted to their virtual largess that they remove themselves from the concerns of so-called real world. Instead, the danger is that players will become unable to see that the real world is in many ways as fantastic, as constructed and as flawed as the virtual worlds that computer games offer and thus fail to understand the always powerful role that they play in the mechanism of simulation: the always violent, always economic ways in which the real is produced and sustained by readers.
机译:本论文为非物质主义的马克思主义者提供了关于如何在许多当代计算机游戏中以及在围绕这些游戏的许多批评性和流行性话语中构造游戏的解读。其主要目标是两个计算机游戏,《第七客人》和《第十一小时》,其目标是与支撑计算机游戏复杂的文字和视觉措辞的政治,文化和经济结构相适应。为此,本论文的主要目的是了解计算机游戏如何对读写过程进行编码。特别关注第7客人和第11小时之类的游戏遵循以下规则的强调,它表明,许多计算机游戏都是围绕荒谬的,面向目标的游戏模型构建的,旨在向玩家传授开放类型。因此,雅克·德里达(Jacques Derrida)理解为自由发挥是不可取且无法实现的创造性和批判性游戏。这样做,其更大的目的是表明像第7位客人和第11小时这样的计算机游戏的危险并不在于它们过于真实。尽管许多计算机游戏都向玩家承诺了比真实更真实的虚拟体验,但它们始终无法兑现这些承诺。无论这些失败是有意识地还是无意识地编码到游戏中,结果都是所谓的“现实世界”-第三阶段资本主义的构建社会现实-看起来是真实的,而且毫无疑问让·鲍德里亚(Jean Baudrillard)认为迪士尼乐园有助于使洛杉矶显得更加真实。从这个意义上讲,计算机游戏的危险并不是玩家沉迷于虚拟世界,以至于他们摆脱了所谓现实世界的关注。取而代之的是,危险在于玩家将无法看到现实世界在许多方面都像计算机游戏所提供的虚拟世界一样奇妙,构造和缺陷,从而无法理解他们在游戏中始终发挥的强大作用。模拟机制:始终以暴力,总是经济的方式由读者产生和维持真实。

著录项

  • 作者

    Moberly, Kevin A.;

  • 作者单位

    University of Louisiana at Lafayette.;

  • 授予单位 University of Louisiana at Lafayette.;
  • 学科 Language General.; Language Rhetoric and Composition.; Philosophy.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 200 p.
  • 总页数 200
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 语言学;语言学;哲学理论;
  • 关键词

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