前景化
通过镜头测光
社会学
叙述的
日常生活
商品化
控制(管理)
游戏研究
纪律
计算机科学
功能(生物学)
电子游戏
美学
政治
信息伦理学
认识论
编码(集合论)
功能可见性
人机交互
视觉素养
镜头(地质)
虚拟现实
生物动力
代理(哲学)
数字媒体
认知科学
脆弱性(计算)
心理学
互联网隐私
作者
Gareth W. Young,Helen Husca,Harshvardhan J. Pandit
标识
DOI:10.1177/15554120251409051
摘要
As digital technologies increasingly permeate everyday life, concerns about privacy, surveillance, and algorithmic control have become central to contemporary society. Fictional narratives, particularly in science fiction games, reflect and simulate these concerns, depicting privacy as both a vulnerable right and a commodified asset. This paper examines how video games incorporate surveillance not only through narrative and aesthetics but also through artificial intelligence (AI)-driven systems that track, model, and adapt to player behavior as part of the act of play. Drawing on Foucault’s disciplinary power, Deleuze’s control societies, and Zuboff’s surveillance capitalism, we analyze how games such as Little Nightmares , The Sims , and Cobra Club stage surveillance as atmospheric discipline, everyday normalization, and networked consent. We extend Bogost’s notion of procedural rhetoric with Galloway’s concept of the allegorithm to show how games make ethical arguments through code as well as story. We argue that such games function as laboratories for AI ethics, foregrounding issues of consent, transparency, and autonomy, and propose a procedural ethics of transparency for understanding how play both rehearses and resists algorithmic governance.
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