首页> 外文期刊>Journal of gaming & virtual worlds >Permalife: Video games and the queerness of living
【24h】

Permalife: Video games and the queerness of living

机译:永久生命:视频游戏和生活的趣味性

获取原文
获取原文并翻译 | 示例
       

摘要

The mechanic of 'permadeath' has recently garnered increased interest among video game players, designers and scholars. Yet it is equally critical, in talking about death in video games, to talk about life. Just as every video game system-ises dying, it also systemises living. The social meaning contained within these systems can be termed the biopolitics and necropolitics of video games. Indeed, the renaissance of permadeath is occurring alongside the emergence of a second mechanic: permalife. In contrast to permadeath games, where players can die only once, permalife games make it impossible for players to die. While there are many video games that lack an official death state, permalife games set themselves apart by making the inability to die a central theme and/or core gameplay mechanic. In contrast to permadeath games, permalife games are primarily being designed by LGBTQ indie game-makers. It is no coincidence that queer designers are exploring biopolitical game systems structured around permalife. For queer subjects today, and particularly those operating within the reactionary vitriol of games culture, permanent living represents a particularly potent trope for expressing both hopes and concerns about existence in the face of an uncertain future. To demonstrate the varied expressions and meanings of permalife mechanics, this article looks at three works from the contemporary queer games avant-garde: Dietrich 'Squinky' Squinkifer's Quing's Quest VII: The Death of Videogames! (2014), Mattie Brice's Mainichi (2012) and Anna Anthropy's Queers in Love at the End of the World (2013). Together, these games demonstrate how permalife operates in a space of contradiction - between life and death, futurity and stagnation, optimism and resistance - that reflects the complexities and challenges of real LGBTQ lives. In this way, permalife creates space for alternative modes of living in video games, challenging teleological narratives of temporal and affective progress as articulated by queer theorists like Elizabeth Freeman and Sara Ahmed. Permalife, as seen through queer games, also stands as a challenge to look to interactive systems and not just character representation as important sites of identity, desire and political meaning in video games.
机译:“ permadeath”的机制最近引起了视频游戏玩家,设计师和学者的越来越多的兴趣。然而,在谈论电子游戏中的死亡时,谈论生命同样至关重要。就像每个视频游戏系统快要死了一样,它也可以使生活系统化。这些系统中包含的社会意义可以称为视频游戏的生物政治和坏政治。的确,佩玛达斯的复兴与第二种机制:永久生命一起出现。与玩家只能死亡一次的Permadeath游戏相反,永久性游戏使玩家无法死亡。尽管有许多视频游戏缺乏官方的死亡状态,但永久性游戏却使自己无法死于中心主题和/或核心游戏机制,从而使自己与众不同。与permadeath游戏相反,permalife游戏主要由LGBTQ独立游戏制造商设计。酷儿设计者探索围绕永久生物构建的生物政治游戏系统并非偶然。对于当今的酷儿,尤其是那些在游戏文化的反抗性中发挥作用的人,永久性生活是一个特别有效的手段,可以在面对不确定的未来时表达对生存的希望和担忧。为了演示永久生命机制的变化形式和含义,本文着眼于当代前卫酷儿游戏中的三幅作品:Dietrich'Squinky'Squinkifer的《 Quing Quest VII:电子游戏之死》! (2014年),马蒂·布里斯(Mattie Brice)的Mainichi(2012年)和安娜·安特罗皮(Anna Anthropy)的《天涯恋爱中的同性恋》(2013年)。这些游戏一起展示了永久生命在生死,未来与停滞,乐观与抵制之间的矛盾空间中的运作方式,反映了真实LGBTQ生活的复杂性和挑战。这样,永久生命为视频游戏中的其他生活方式创造了空间,挑战了诸如伊丽莎白·弗里曼和萨拉·艾哈迈德之类的古怪理论家提出的时间和情感进步的目的论叙述。从酷儿游戏中可以看到,永久生命也构成了挑战,要寻找互动系统,而不仅仅是角色代表作为视频游戏中身份,欲望和政治意义的重要场所。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号