Playing Dress-Up : Costumes , roleplay and imagination Philosophy of Computer Games January 24-27 Department of Social , Quantitative and Cognitive Sciences University of Modena and Reggio Emilia Ludica

Playing Dress-Up : Costumes , roleplay and imagination Philosophy of Computer Games January 24-27 Department of Social , Quantitative and Cognitive Sciences University of Modena and Reggio Emilia Ludica
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玩装扮:服装、角色扮演和想象力 电脑游戏哲学 1 月 24 日至 27 日 摩德纳和雷焦艾米利亚卢迪卡大学社会、定量和认知科学系

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发表时间:
2007
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通讯作者:
J. Morie
J. Morie
中科院分区:
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文献类型:
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作者:
Janine Fron;J. Morie

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在他们的游戏研究经典文本中,惠津加和卡洛瓦在各自的时代都将装扮贬低为女孩游戏的领域。迄今为止,关于这个问题的研究很少,在本文中,我们对模拟和数字装扮的文献进行了调查。我们主张更深入的审查和合法化的装扮游戏作为一种手段,注入更大的性别平衡到游戏研究和游戏设计。在西方,成年人通常不鼓励玩装扮游戏,除非是在降级和认可的情况下,如狂欢节或化妆舞会。日本的“角色扮演”、文艺复兴博览会、真人角色扮演游戏(LARP)以及星星迷航大会、DragonCon和Burning Man等合作活动表明,围绕成人服装游戏的文化实践模式正在不断增长。在数字领域,虽然大型多人游戏倾向于关注团队战斗,但玩家对服装和时尚(通常被更男性化的术语“装备”所掩盖)同样关注。虚拟时尚的设计和获取是元宇宙类型的社交世界中最流行的活动之一,如第二人生和There.com。表演人类学家维克托·特纳(Victor Turner)和理查德·谢克纳(Richard Schechner)研究了盛装打扮的文化先例,他们研究了仪式和戏剧中的服装如何为穿着者创造了一个具体的替代角色。我们也看到了今天的MMOG性别越界装扮发挥在历史运动的先例,从18世纪世纪的法院文化,以臭名昭著的变装达达主义者马塞尔Duchmap和曼雷。在社会和文化背景下,装扮不仅提供了一个表达的机会,而且还占据了一个独特的主体间性领域,因为玩家,无论是身体上还是虚拟的装扮,都可以通过简单的“穿上它们”来共同创造另一个世界。装扮也提供了一个转变的机会,因为在装扮和扮演新角色的过程中,我们更多地了解自己。
In their canonical texts of game studies, both Huizinga and Caillois, each in and of his respective time, relegate dress-up dismissively to the sphere of girls’ play. Little has been written to-date on the subject; in this paper, we survey the literature on analog and digital dress-up. We argue for a deeper examination and legitimization of dress-up play as a means to infuse greater gender balance into both game studies and game design. In the West, adults are typically discouraged from playing dress-up, except in relegated and sanctioned contexts, such as Mardi Gras or masquerade parties. Practices such as Japanese “cosplay,” renaissance fairs, Live-Action Role-Playing games (LARPs), and co-performative events such as the Star Trek Conventions, DragonCon and Burning Man suggest a growing pattern of cultural practices around adult costume play. In the digital sphere, while massively multiplayer games tend to focus on team-based combat, players pay equal attention to clothing and fashion (often masked by the more masculine terminology of “gear”). The design and acquisition of virtual fashion is among the most popular activities in metaverse-type social worlds, such as Second Life and There.com. Cultural precedents for dress-up have been studied by performance anthropologists such as Victor Turner and Richard Schechner, who examined how the costume in ritual and theater create an embodied alternate persona for the wearer. We also see precedents of today’s MMOG gender transgression dress-up play in historical movements, from 18 th Century court culture to notorious cross-dressing Dadaists Marcel Duchmap and Man Ray. In social and cultural contexts, dress-up not only provides an opportunity for expression, but also occupies a unique intersubjective domain as players, whether physically or virtually costumed, can together create alternative worlds simply by “putting them on.” Dress-up also provides the opportunity for transformative play, for in dressing up and taking on new roles, we learn more about ourselves.