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The multiple lives of permadeath: An introduction

机译:Permadeath的多重生活:简介

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In the introduction to this special issue, the editors argue that permadeath games respond to the increasing prevalence of the social, ecological, psychological, and economic conditions of precarity. Permanent death, or permadeath, has experienced a renaissance of sorts with the release of games such as DayZ, Don't Starve, XCOM: Enemy Unknown, One Chance and Minecraft. Permadeath games emphasize the precariousness of play by making defeat, failure, and death irrevocable, countering mainstream design paradigms that embrace infinite retries and the devaluation of death. Drawing on Judith Butler's deployment of the term 'precarity,' the editors contend that permadeath's resurgence is evidence of a growing awareness of the tenuousness of human existence, not only in economic terms, but also in terms that are moral and ecological. In other words, the recent rise in experiments with the mechanics of death might relate directly to contemporary issues such as anthropogenic climate change, neo-liberal economics and even the so-called death of the monolithic 'gamer' identity. Permadeath games are uniquely situated to voice the inherent precarity of what it means to live and play in the early twenty-first century.
机译:在对这一特刊的介绍中,编辑们认为,permadeath游戏是对不稳定的社会,生态,心理和经济状况日益普遍的反应。随着DayZ,Do n't Starve,XCOM:Enemy Unknown,One Chance和Minecraft之类的游戏的发布,永久死亡或permadeath经历了各种复兴。 Permadeath游戏通过使失败,失败和死亡不可挽回来强调游戏的不稳定,并反对包含无限次重试和死亡贬值的主流设计范例。根据朱迪思·巴特勒(Judith Butler)对“危险”一词的运用,编辑认为,佩玛达斯的复兴是对人类生存脆弱性的认识不断提高的证据,不仅在经济方面,而且在道德和生态方面。换句话说,最近关于死亡机制的实验的兴起可能直接与当代问题有关,例如人为气候变化,新自由主义经济学,甚至是所谓的“游戏玩家”身份的死亡。 Permadeath游戏的位置独特,可以表达二十一世纪初生活和娱乐的固有固有危险。

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