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21st century digital boy: Masculinities, performance, interactive games and the digital imaginary.

机译:21世纪的数字男孩:男子气概,表演,互动游戏和数字假想。

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摘要

My project—to analyze the relationship between technology, performance, and gender, and the culture these three things work to produce—involves studying not only more traditional performances which use technology, but also technologies which are themselves performative. I focus on the role of masculinity in the development of current conceptions of absent (digital) and present (industrial) technologies. The areas of performance and video games serve as objects of study and as illustrations of greater cultural shifts in the ideological dialectic of technology as oppressive force or utopian catalyst.; Using the work of theorists such as Donna Haraway, Judith Butler, David Savran, Johan Huizinga and Roger Caillois, in Chapter 1, I describe the state of “boyhood” as the subjectivity which is produced by and produces the digital imaginary. The central mode of production is play—in games and sports, on the net, and in the technological cultural imaginary.; Chapter II presents a selective survey of technologically focused performances from the 20th century and beyond. In this chapter, I analyze live performances which highlight the relationship between the body and technology. From the Futurists to Survival Research Laboratories, the performances represent the absence and presence of the body in the face of the absence and presence of technologies I have identified above.; Video games form the central object of study for Chapter III. By considering the games a type of performative medium, I am able to theorize the relationship between the player, the avatar, and the game. Also, by analyzing several games closely with the aid of performance theorists such as Peggy Phelan, a conception of the visual and thematic nature of games can be formulated.; Chapter IV focuses on what I have termed the “digital imaginary,” or the confluence of forces and practices both real and virtual which serve to produce and reproduce conceptions of “high-tech” culture. I use authors such as Baudrillard, Virilio, Deleuze and Guattari, and Lyotard to inform my critique of the digital imaginary through film, fiction, and social formations.
机译:我的项目是分析技术,性能和性别之间的关系,以及这三样东西共同产生的文化,该项目不仅研究更多使用技术的传统表演,而且还研究本身就是表演性的技术。我主要关注男性气质在当前(数字)技术和现有(工业)技术概念发展中的作用。表演和视频游戏领域既是研究的对象,又是技术意识形态辩证法作为压迫力量或乌托邦催化剂的更大文化变迁的例证。在第一章中,利用诸如Donna Haraway,Judith Butler,David Savran,Johan Huizinga和Roger Caillois之类的理论家的作品,我将“少年时代”的状态描述为由数字假想产生并产生的主观性。生产的主要方式是游戏,包括游戏和体育,网络以及虚构的技术文化。第二章对20世纪及以后的技术性演出进行了选择性调查。在本章中,我将分析现场表演,以突出人体与技术之间的关系。从未来主义者到生存研究实验室,面对我上面已经确定的技术的缺乏与存在,这些表演代表了人体的缺失与存在。电子游戏是第三章的主要研究对象。通过将游戏视为一种表演媒介,我可以推论出玩家,虚拟形象和游戏之间的关系。另外,通过在性能理论家(例如Peggy Phelan)的帮助下仔细分析几种游戏,可以形成游戏视觉和主题本质的概念。第四章着重于我所说的“数字想象”,即真实和虚拟的力量和实践的融合,这些力量和实践有助于产生和再现“高科技”文化的概念。我使用鲍德里亚(Baudrillard),维里里奥(Virilio),德勒兹(Deleuze)和瓜塔里(Guattari)和利奥塔德(Lyotard)等作家,通过电影,小说和社会形态来评论数字假想。

著录项

  • 作者

    Burrill, Derek Alexander.;

  • 作者单位

    University of California, Davis.;

  • 授予单位 University of California, Davis.;
  • 学科 Education Technology.; Theater.; Information Science.
  • 学位 Ph.D.
  • 年度 2001
  • 页码 340 p.
  • 总页数 340
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 公共建筑;信息与知识传播;
  • 关键词

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