威权主义
意识形态
社会学
叙述的
美学
功率(物理)
大众文化
模式
政治
英雄
媒体研究
政治学
政治经济学
社会科学
法学
文学类
艺术
民主
物理
量子力学
出处
期刊:Convergence
[SAGE Publishing]
日期:2022-02-27
卷期号:28 (2): 320-344
被引量:8
标识
DOI:10.1177/13548565221079157
摘要
Joseph Campbell’s classical monomyth claims to describe a universal human narrative: the hero’s journey. For decades, it has commanded a revered position in American literary theory, global media production, and the world of videogames. Although the monomyth is still one of the few recognized approaches to videogame writing, there have been few critical examinations of it as a dominant design paradigm. This article therefore interrogates the power dynamics of monomythic videogames, especially concerning authoritarian agencies in the ‘world savior’ model of many AAA titles. Understanding authoritarianism as an agentic modality of gameplay, the study uses an assemblage-based approach that encompasses the agencies of popular designs and their embedded ideologies; labor conditions of videogame production; gaming culture; political contexts; monomyth- and authoritarianism-saturated media landscapes; exertions of nonhuman actors and player’s subjectivities. To illustrate the patterns of authoritarian modalities in world-savior videogames, I conduct an analysis of Horizon Zero Dawn as an exemplary case study. Finally, I turn to gaming culture for evidence of the potentials that these videogames have to nourish authoritarian sensibilities, highlighting the parallel authoritarian agencies of heroic gameplay and harassment campaigns like GamerGate.
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