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Why the humans are white: Fantasy, modernity, and the rhetorics of racism in World of Warcraft.

机译:为什么人类是白人:《魔兽世界》中的幻想,现代性和种族主义言论。

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摘要

This dissertation analyzes constructions and representations of racial identity in the world's most popular massively multiplayer online role-playing game, World of Warcraft, vis-à-vis the ideological and political-economic history of racism in the United States. Chapter 1 uses Ken McAllister's Grammar of Gameworks to map the game's racial design and its ideological influences. Chapter 2 shows how WoW operates upon biologistic definitions of race and then traces those definitions' historical and literary origins from the Enlightenment through the twentieth century. Chapter 3 offers multimodal rhetorical analyses of the game's ten playable races, finding each to be a pastiche of nostalgic, Eurocentric representations. Chapter 4 uses Ian Bogost's theory of procedural rhetoric to interpret the meanings generated in the context of WoW's player-versus-player combat, which splits its players into permanently warring, racially divided factions. It concludes that although WoW offers a simulation of racist war, the game (and its players) have avoided mainstream labeling as racist by re-framing the conflict in terms of nationalism, following the racial discourse of the “War on Terror.” Finally, through a critical reflection on my own continuing participation in the game, I discuss the ways that white privilege and neoliberalism let players ignore or sidestep the many varieties of racism inherent in WoW and other fantasy games. Ultimately, I argue that World of Warcraft is a metaphor for the ambivalence that mainstream U.S. culture feels as it questions modernity's ways of being and communicating, but has yet to shift into the next paradigm.
机译:本文针对美国种族主义的思想和政治经济历史,分析了世界上最受欢迎的大型多人在线角色扮演游戏《魔兽世界》中种族身份的建构和表现。第1章使用Ken McAllister的Gameworks语法来绘制游戏的种族设计及其思想影响。第2章说明《魔兽世界》如何根据种族的生物学定义进行操作,然后追溯到20世纪的启蒙运动时期,这些定义的历史和文学渊源。第3章对游戏的10个可玩种族进行了多模式修辞分析,发现每个种族都是怀旧的,以欧洲为中心的表现形式。第4章使用Ian Bogost的程序修辞学理论来解释在《魔兽世界》玩家对玩家战斗中产生的意义,它将玩家分成永久交战,种族分裂的派系。结论是,尽管《魔兽世界》提供了种族主义战争的模拟,但游戏(及其玩家)通过遵循“反恐战争”的种族话语,将冲突重新定义为民族主义,从而避免了主流标签为种族主义。最后,通过对自己继续参与游戏的批判性思考,我讨论了白人特权和新自由主义让玩家忽略或回避《魔兽世界》和其他奇幻游戏中固有的多种种族主义的方式。归根结底,我认为《魔兽世界》是对美国主流文化在质疑现代性的存在和交流方式时所产生的矛盾心理的隐喻,但尚未进入下一个范式。

著录项

  • 作者

    Ritter, Christopher Jonas.;

  • 作者单位

    Washington State University.;

  • 授予单位 Washington State University.;
  • 学科 American Studies.;Language Rhetoric and Composition.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 157 p.
  • 总页数 157
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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