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Empathy and Its Alternatives: Deconstructing the Rhetoric of 'Empathy' in Video Games

机译:同理心及其替代方案:解构在电子游戏中“同理心”的言辞

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摘要

This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of "empathy," which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others' shoes-especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like Robert Yang have spoken out against this rhetoric. Building from their writing, as well as critiques from the creators of queer independent games commonly mislabeled as "empathy games," this article delineates the discriminatory implications of the term. Rather than simply dismissing "empathy," however, this article unpacks it, turning to textual artifacts like news stories and industry presentations, as well as the 2016 video game Unravel (ColdWood Interactive), to deconstruct the term's many meanings and to identity alternative (queerer) models of affective engagement with video games.
机译:本文分析了环绕着视频游戏的当代话语。具体来说,它面临“同理心”的言论,它已成为北美工业,学术,教育和媒体对话的流行语,了解关于视频游戏及其所谓的球员将玩家放入别人的鞋子 - 特别是那些由奇怪或的游戏否则边缘化的人。像Wendy Chun和Teddy Pozo和罗伯特杨这样的游戏设计师等学者对此修辞说道。从他们的写作中建立,以及Queer独立游戏创作者的批评通常误标定为“同理心游戏”,本文界定了该术语的歧视性含义。然而,这篇文章而不是简单地解除“移情”,而是将其解开,转向像新闻报道和行业演示一样的文本文物,以及2016年的视频游戏解除(冷木互动),解构术语许多含义和身份替代方案( Queerer)与视频游戏的情感啮合模型。

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