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Prudence pleasure and cognitive ageing: Configurations of the uses and users of brain training games within UK media 2005–2015

机译:审慎愉悦和认知老化:2005年至2015年英国媒体中脑训练游戏的使用和用户配置

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摘要

The use of ‘brain training’ games is often regarded as relating to wider ideals of self-improvement and youthfulness. Hence, use is intertwined with discourses of ‘active’ ageing. This paper analyzes how the use and users of brain training games were configured in the UK media, from 2005 to 2015, and examines how notions of active ageing relate to these representations. Game users were rarely constructed solely as gamers, and were more often presented as prudent individuals focused on a serious goal. This configuration related to assumed and enjoined motivations for brain training; specifically, users were commonly framed as seeking to enhance cognition and limit/delay cognitive decline. Scientific evidence about brain training was often deployed to explain how games might work; sometimes, however, it was used to undermine the utility of games and assert the significance and cognitive health-benefits of other activities. A minority of texts explicitly critiqued ideals of self-improvement, arguing that game playing was important for its own sake. Yet, even the pleasure associated with gaming was occasionally instrumentalized as a mechanism for ensuring prudent life choices. The analysis casts fresh light on how debates around health, ageing, and science correspond to configurations of technology uses and users. It presents evidence of the widespread cultural circulation of enjoiners regarding self-care and healthy ageing within British society. However, the paper also provides indications of the limits to such imperatives: discourses of pleasure co-exist with and perhaps supplant logics of prudence in (accounts of) practices ostensibly aimed at ageing ‘well’.
机译:人们通常认为“大脑训练”游戏的使用与更广泛的自我完善和年轻化理想有关。因此,使用与“积极”老化的话语交织在一起。本文分析了2005年至2015年在英国媒体中如何配置脑训练游戏的使用和用户,并研究了主动衰老的概念与这些表示方式之间的关系。游戏用户很少被单纯地构造为游戏玩家,而更多地是被呈现为专注于一个严肃目标的审慎个人。这种配置与大脑训练的假设动机和动机动机有关。具体来说,用户通常被构架为寻求增强认知能力和限制/延迟认知能力下降。人们经常使用有关大脑训练的科学证据来解释游戏如何运作。但是,有时它被用来破坏游戏的效用,并断言其他活动的重要性和认知健康益处。少数文献明确批评了自我完善的理想,认为玩游戏本身很重要。但是,即使与游戏相关的乐趣也偶尔会被用作确保谨慎选择生活的机制。该分析为有关健康,老龄化和科学的辩论如何与技术用途和用户的配置相对应提供了新的思路。它提供了证据,表明在英国社会中,代表们关于自我保健和健康老龄化的广泛文化传播。但是,本文还指出了这些必要措施的局限性:在表面上旨在“衰老”的(实践)实践中,快乐话语与谨慎的逻辑并存,或者取代了谨慎的逻辑。

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