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Cheating and resisting empire in the age of interactive media

机译:互动媒体时代的欺骗和抵抗帝国

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The aim of this paper is to show how cheating at computer games can help to reveal the media infrastructures from which they distract. Scholarship in game studies has generally focused on understanding games as objects with representational, mechanical, and narrative qualities or understanding players as subjects with unique and relatable desires. In both cases, the game-object is granted an aura of sorts. It is either scrutinized for what it represents, or it is analyzed as the object of player desire. Within this space, the potential for learning about the deeply personal and embodied technicity of play is lost. Cheating helps to show how conversations about games are deeply relevant to our everyday social, political, and cultural lives. Moreover, it helps to reveal what we might be distracted from when caught up in the ecstatic feedback-loop of gameplay.
机译:本文的目的是展示对电脑游戏的作弊如何有助于揭示它们分散注意力的媒体基础设施。游戏研究的奖学金通常集中在将游戏理解为具有代表性,机械和叙述品质的对象,或者将玩家理解为具有独特且相关需求的对象。在这两种情况下,游戏对象都被授予某种先兆。仔细检查它代表什么,或者将其分析为玩家期望的对象。在这个空间中,失去了学习游戏的深层个人和体现技巧的潜力。作弊有助于说明有关游戏的对话与我们的日常社交,政治和文化生活有多么深远的联系。而且,它有助于揭示当我们陷入游戏狂喜的反馈循环中时,我们可能会分心的事情。

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