当前位置: X-MOL 学术Entertain. Comput. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
The Magic Wardrobe: The subversion of the metaphor “coming out of the closet” as an artifact of resistance and struggle in a digital game
Entertainment Computing ( IF 2.8 ) Pub Date : 2020-02-10 , DOI: 10.1016/j.entcom.2020.100355
Victor Hugo Da Pieve Rodrigues Valadares , Samuel de Sá Ribeiro

Maintaining certain modes of existence/action in the gaming universe seems to be directly linked to the low identity diversity in the digital game development industry. Within this context, we argue in this paper that a game is a way of representing/acting, in other words, it is a discourse in which people can act and interact in/on the world and, especially, with others. Thus, considering that game makers can project their social, personal beliefs and values in their projects, consciously or unconsciously, we use the Values At Play methodology to clarify that conscientious designers can creatively contribute in the rearticulation of society's power asymmetries. Methodologically, it is a qualitative, applied and exploratory study – we problematize the production of games and the limited representation of LGBTQI+ in the universe of digital games in order to defend the importance of making differences visible, and presenting a strategy for “how do that“. We argue that presenting such practical examples may have great potential to prompt other developers to produce and share work that can turn hegemonic culture around.



中文翻译:

魔术衣橱:隐喻的颠覆“走出壁橱”是数字游戏中抵抗和奋斗的产物

在游戏世界中维持某些存在/动作模式似乎直接与数字游戏开发行业的低身份多样性相关。在这种背景下,我们在本文中认为,游戏是一种表示/表演的方式,换句话说,它是一种人们可以在世界上/在世界上,尤其是与他人互动和互动的话语。因此,考虑到游戏制作人可以有意识地或无意识地在其项目中投射出他们的社会,个人信念和价值观,我们使用“游戏价值”方法来阐明尽职尽责的设计师可以创造性地为重新塑造社会的权力不对称做出贡献。从方法上讲,它是定性的,应用性和探索性研究–我们质疑游戏的生产和LGBTQI +在数字游戏领域中的代表性不足,以捍卫使差异变得可见的重要性,并提出“如何做到”的策略。我们认为,提出这样的实际示例可能具有巨大的潜力,促使其他开发人员制作和分享可以扭转霸权文化的作品。

更新日期:2020-02-10
down
wechat
bug