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Feminism and procedural content generation: toward a collaborative politics of computational creativity

机译:女权主义和程序内容的产生:迈向计算创造力的合作政治

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Games now inhabit a space where creativity is no longer centered around human authorship. The use of procedural content generation has been embraced by industry, academics and fans as a means for reducing labor cost, providing additional replayable content for players, investigating computational creativity in a complex and multifaceted domain and enabling new kinds of playable experiences. This incorporation of computational creative labor confuses authorship, labor politics and responsibility for rhetoric embedded in the procedures by complicating the way in which the computer is portrayed to users, researchers and other developers. We can apply feminist methodologies attentive to questions of difference and power in systemic structures in order to better understand each of these questions in turn. This article presents an analysis of the post-anthropocentric phenomenon of computer creativity within games, via a feminist analysis of procedural content generating algorithms, its role in game design and its public portrayal.
机译:游戏现在居住在一个不再以创造力为中心的创造力空间中。过程内容生成的使用已为业界,学者和爱好者所接受,它是一种降低人工成本,为玩家提供更多可重播内容,在复杂多方面的领域研究计算创造力并提供新型可玩体验的手段。通过使计算机向用户,研究人员和其他开发人员的描绘方式复杂化,计算创意劳动的这种引入使作者,劳动政治和对程序中嵌入的修辞的责任产生了混淆。我们可以将女权主义方法论应用到系统性结构中的差异和权力问题上,以便依次更好地理解这些问题。本文通过对过程内容生成算法的女权主义分析,其在游戏设计中的作用及其公众形象,分析了游戏中计算机创造力的人类后中心现象。

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