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Situated knowledges through game design : a transformative exercise with ants

机译:通过游戏设计掌握知识:与蚂蚁一起进行的变革性练习

摘要

The increasing body of knowledge in fields like animal ethology, biology, and technology has not necessarily led to the improvement of animal welfare. On the contrary, it has enabled humans to exploit animals more functionally and on increasing scales of magnitude. Building on approaches that stem from posthumanism and critical animal studies, we argue that instead of aiming for more general production of scientific knowledge, what is needed to counter exploitation and oppression is an increased sensitivity towards animals that arises from local, partial, and ‘situated knowledges’. In the first part of this paper we articulate an argument that proposes how such knowledges can arise from the practice of game design as a form of ‘doing multispecies philosophy’. The second part of this work expands this notion with an understanding of design as a practice of configuring and prefiguring situations in which we can enter in a relationship of response and attention with other ‘selves’, in other words, with entities that are alive. To explore the practical consequences of this framework, in the third part of this paper we discuss a game design project that involves some unexpected designerly negotiations with a colony of black ants.udWe conclude that our wider perspective concerning notions of knowledge, (game) design, and selves could elicit changes in our empathy towards other beings and help us develop new ideas and knowledges that favour less anthropocentric futures.
机译:在动物伦理学,生物学和技术等领域越来越多的知识未必导致动物福利的提高。相反,它使人类能够以更多的功能和更大的规模开发动物。基于后人类主义和重要动物研究的方法,我们认为,与其着眼于更普遍的科学知识生产,反击剥削和压迫所需要的是对由于局部,局部和局部环境而产生的动物的敏感性提高。知识”。在本文的第一部分,我们阐明了一个论点,提出了如何从游戏设计实践中以“做多物种哲学”的形式产生这些知识。这项工作的第二部分通过对设计的理解来扩展这种概念,这种设计是对情况进行配置和预先设计的实践,在这种情况下,我们可以与其他“自我”(换句话说,与活着的实体)建立响应和关注的关系。为了探究此框架的实际后果,在本文的第三部分中,我们讨论了一个游戏设计项目,其中涉及与一群黑蚂蚁进行的一些意料之外的设计人员谈判。 ud我们得出结论,我们对知识(游戏)概念的更广泛了解设计和自我可能会引起我们对他人的同情心发生变化,并帮助我们发展有利于以人类为中心的未来的新思想和知识。

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