当前位置: X-MOL 学术Journal of Visual Culture › 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.)
Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
Journal of Visual Culture ( IF 0.4 ) Pub Date : 2020-04-01 , DOI: 10.1177/1470412920906260
Paul Roquet

This article rethinks the notion of virtual reality (VR) as an ‘empathy machine’ by examining how VR directs emotional identification not toward the subjects of particular VR titles, but toward VR developers themselves. Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. These figures often already inhabit a socially privileged position. A better understanding of how VR channels empathy towards VR creators points to the need to ensure a broader range of people have opportunities to take up the role of VR game master for themselves.

中文翻译:

对游戏大师的同理心:虚拟现实如何为那些被视为创造 VR 的人创造同理心

本文通过研究 VR 如何引导情感识别而不是针对特定 VR 游戏的主题,而是针对 VR 开发人员本身,重新思考虚拟现实 (VR) 作为“移情机器”的概念。在 2010 年代最具影响力的 VR 小说之一、轻小说系列改编的动漫系列《刀剑神域》(2009 年–)以及现实生活中的帕尔默·拉奇 (Palmer Luckey) 中,追踪正面和负面的同理心如何围绕角色传播Oculus Rift 耳机的创造者发起了最近的 VR 复兴,作者展示了移情识别最终倾向于针对 VR 游戏大师,VR 世界的首席架构师。这些人物通常已经处于社会特权地位。
更新日期:2020-04-01
down
wechat
bug