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Playing with materiality: an agential-realist reading of SethBling's Super Mario World code-injection

机译:发挥实质性作用:SethBling的《超级马里奥世界》代码注入的代理现实主义解读

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This article takes inspiration from Youtuber and software developer 'SethBling' and his 2016 "code-injection' (Bling, 2016), in which, using only a standard Super Nintendo Entertainment System controller and in-depth knowledge of the console, he 'injected' and executed the code of popular mobile game Floppy Bird (Nguyen, 2013) into a running instance of Super Mario World (Miyamoto, 1990), effectively transforming one game into another through play. Drawing from this I propose a performative understanding of videogames (and software in general) to reinvigorate discussions of software's materiality. Though it is possible to contrast Wendy Chun's (2008a) suggestion that one can view software as 'vaporous' against Friedrich Kittler's (1995) assertion that 'there is no software', I propose a more holistic approach. Academics and users alike should attempt to see software as living a double-life: as simultaneously solid as it is (metaphorically) gaseous. It then becomes possible to embrace software(s) as performative examples of the entangled 'phenomena', suggested by Barad (2007), that produce everyday reality through quantum activity. I explore SethBling's code-injection suggesting that actions clearly reveal software's double existence as both tangible 'thing', locatable on magnetic memory, and as a vaporous non-entity. Accepting these propositions together, software can be understood as continuously re-emerging through shared activities. Following Barad, I conclude that this quality is not unique to software, but software - and videogames above all - are a useful tool for understanding a vision of reality that favours activity over materiality as the basis of our existence.
机译:本文从Youtuber和软件开发人员“ SethBling”及其2016年的“代码注入”(Bling,2016年)中汲取了灵感,其中,他仅使用标准的Super Nintendo Entertainment System控制器以及对控制台的深入了解,就“注入了”,然后将流行的移动游戏“软盘鸟”(Nguyen,2013年)的代码执行到“超级马里奥世界”(宫本市,1990年)的运行实例中,通过玩法有效地将一种游戏转化为另一种游戏。据此,我提出了对视频游戏的表演性理解(尽管有可能与Wendy Chun(2008a)的建议相对于Friedrich Kittler(1995)的“没有软件”的断言相反,但有可能与Wendy Chun(2008a)的建议进行对比。学术界和用户都应尝试将软件视为双重生命:与气体(隐喻地)同时具有固体一样,然后有可能接受软件。 Barad(2007)提出的作为纠缠“现象”的执行示例的软件通过量子活动产生日常现实。我研究了SethBling的代码注入,该行为暗示了动作清楚地表明了软件的双重存在,既是有形的“事物”,可定位在磁存储器中,又是气态的非实体。一起接受这些建议,软件可以理解为通过共享活动不断重新出现。继巴拉德(Barad)之后,我得出的结论是,这种质量并不是软件独有的,而是软件-首先是视频游戏-是一种有用的工具,可用于理解现实的观点,这种观点认为活动胜于实质是我们生存的基础。

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