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Trouble in paradise: Viva Pinata, charismatic megafauna and the sour side of gaming with animals

机译:天堂中的麻烦:万岁皮纳塔(Viva Pinata),超凡魅力的大型动物以及与动物游戏的酸痛一面

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摘要

This article investigates the sandbox title Viva Pinata: Trouble in Paradise. It argues that the game privileges charismatic megafauna and forwards popular notions about what is considered a desirable animal. By privileging certain species over others, Viva Pinata inadvertently places itself in a conversation about conservation, endangered species and pest management. Recognizably domestic animals (ducks, chickens, etc.) and beautiful, easily recognized animals (lions, tigers) are the symbols of cultural good in the game, while other beasts (bats, moles, wolves) bear the label of 'pest' and must be guarded against or destroyed. Furthermore, all of the animals carry a literal monetary value; charismatic megafauna have higher values, just as they do in the cultural imagination. Admittedly, all of the animals within the game are cute creatures, named after the candy that fill them (Fizzlybear, Mousemallow), but Viva Pinata remains a site of cultural hegemony, where popular views about animals are enacted through gameplay. To support these ideas, this article follows the critical work of Chilla Bulbeck and Randy Malamud.
机译:本文研究了沙盒标题Viva Pinata:天堂中的麻烦。它认为该游戏赋予了超凡魅力的大型动物特权,并转发了关于什么被视为理想动物的流行观念。通过使某些物种享有相对于其他物种的特权,Viva Pinata无意间陷入了关于保护,濒危物种和害虫管理的讨论。公认的家畜(鸭子,鸡等)和美丽,易于识别的动物(狮子,老虎)是游戏中文化品的象征,而其他野兽(蝙蝠,痣,狼)则带有“害虫”和“必须加以防范或销毁。此外,所有动物都具有文字价值。具有超凡魅力的大型动物具有更高的价值,就像在文化想象中一样。诚然,游戏中的所有动物都是可爱的动物,以填充它们的糖果命名(Fizzlybear,Mousemallow),但Viva Pinata仍然是文化霸权的场所,在游戏中,人们对动物具有普遍的看法。为了支持这些想法,本文沿用了Chilla Bulbeck和Randy Malamud的关键工作。

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