Attention, Videogames and the Retentional Economies of Affective Amplification

Attention, Videogames and the Retentional Economies of Affective Amplification
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DOI:
10.1177/0263276412438595
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发表时间:
2012-11-01
影响因子:
1.7
通讯作者:
Ash, James
Ash, James
中科院分区:
法学2区
文献类型:
--
作者:
Ash, James

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这篇文章探讨了电子游戏设计和制作的工业艺术,作为情感设计的一个范例。在这样做的时候,这篇文章将情感和注意力之间的关系理论化,作为伯纳德·斯蒂格勒所说的人类和技术记忆的“保留经济”的一部分。通过对一系列不同的电子游戏的研究,本文认为电子游戏设计师利用我所说的“情感放大”技术来调节情感,这是这些游戏商业成功的核心。本文考虑如何放大,调制和带宽的概念,通过这个例子,通过分析情感设计试图通过一系列的技术系统和环境传输和翻译的影响潜力的方式,通知和扩大这种保留经济的理解。
This article examines the industrial art of videogame design and production as an exemplar of what could be termed affective design. In doing so, the article theorizes the relationship between affect and attention as part of what Bernard Stiegler calls a 'retentional economy' of human and technical memory. Through the examination of a range of different videogames, the article argues that videogame designers utilize techniques of what I term 'affective amplification' that seek to modulate affect, which is central to the commercial success of these games. The article considers how the concepts of amplification, modulation and bandwidth, developed through this example, inform and expand understandings of this retentional economy by analysing the ways in which affective design attempts to transmit and translate the potential for affect through a range of technical systems and environments.