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Using Ludo-Narrative Dissonance in Grand Theft Auto IV as Pedagogical Tool for Ethical Analysis

机译:使用侠盗猎车手IV中的卢多·叙事失调作为道德分析的教学工具

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This paper presents and discusses the findings and results of a series of tests carried out by the author in the Danish educational system among pupils and teachers using the game Grand Theft Auto IV (GTA IV) as a case study for investigating the problematic but also fruitful relation between gameplay and fiction, known as ludo-narrative dissonance. In analyzing this dissonance, the paper further discusses the transcendental nature of play (Gadamer), the fact that play seems to play itself, and the delicate way in which the game insists on a meta-ethical theme while at the same time setting up utterly violent game rules and mechanics. As it turns out, this skirmish of fiction versus gameplay is exactly the gravitational point zero of 'ethics' in the stigmatized game of GTA IV and thus a locus for joyful learning.
机译:本文介绍并讨论了作者在丹麦教育系统中对小学生和教师进行的一系列测试的结果和结果,该游戏使用“侠盗猎车手IV”(GTA IV)游戏作为案例研究,以调查有问题但也富有成效的案例游戏性与小说之间的关系,称为叙事失调。在分析这种不和谐时,本文进一步讨论了游戏的先验性质(伽达默尔),游戏似乎在玩自己的事实,以及游戏坚持元伦理主题同时完全设置的精致方式。暴力的游戏规则和机制。事实证明,小说与游戏性的小冲突恰恰是《侠盗猎车手IV》被污名化的游戏中“道德”的引力零分,因此是快乐学习的源头。

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