Selective Realism

Selective Realism
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选择性现实主义

DOI:
10.1177/1555412015587802
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发表时间:
2017
期刊:
影响因子:
2.8
通讯作者:
H. Pötzsch
H. Pötzsch
中科院分区:
人文科学4区
文献类型:
--
作者:
H. Pötzsch

文献摘要

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本文发展了选择性现实主义的概念,以理解第一和第三人称射手(F/TPS)的设计特征和叙事框架如何排除对战争的突出但令人不快的特征的关注,例如有问题的暴力形式、长期的心理影响或社会政治反弹。找出了四个特定的过滤器来框定玩家的经历,我认为由此产生的选择性是重要的,因为它是F/TPS类型作为一个整体的特征,通过它的广泛传播,影响了实际战争的文化框架。文章首先阐述了选择性现实主义的特点,然后对《Spec Ops:The Line and the Last of We》进行了深入的分析,以说明批判性游戏设计如何能够有意识地解开这些游戏所邀请的一般框架和意识形态立场。文章最后对所谓的以战争和暴力为主题的电脑游戏的社会政治影响的争论进行了重新评估。
The present article develops the concept of selective realism to understand how design features and narrative frames of first- and third-person shooters (F/TPS) exclude attention to salient, yet unpleasant, features of warfare such as problematic forms of violence, long-term psychological impacts, or sociopolitical blowbacks. Identifying four specific filters that frame player experiences, I argue that the resulting selectivity is significant because it is characteristic of the F/TPS genre as a whole that, through its wide dissemination, impacts upon the cultural framing of actual warfare. The article illustrates features of selective realism before it conducts in-depth analysis of the titles Spec Ops: The Line and The Last of Us to show how critical game design can invite a conscious unraveling of the generic frames and the ideological positions these invite. The article concludes with a reassessment of arguments regarding alleged sociopolitical impacts of war- and violence-themed computer games.