游戏像一面镜子,映射出历史与未来

,时长

37:45

第六期主题演讲 | William Huber

编者按

电子游戏从来都不是一个真空,而是一种结构化的表征环境,让我们能够探索过去和未来,并看到具体游戏作品为游戏及历史所提供的内容(Chapman, 2013)。

A video game has never been a vacuum, but a structured representational environment, allowing us to explore the past and the future, and to see what particular titles afford both as games and histories(Chapman, 2013).

本期视频为《全球游戏研究》的第六次主题演讲,主题为游戏与历史,主讲者为英国阿伯泰大学教授威廉·休伯。

This video is the sixth lecture in Connected Game Research focusing on video games and history, which is given by Professor William Huber from Abertay University.

主讲人简介

威廉·休伯博士,英国阿伯泰大学设计与信息学院卓越游戏教育中心主任,全球电子游戏研究协会(DiGRA)主席,苏格兰媒体与传播协会指导委员会委员,曾任美国南加州大学电影艺术学院电影实践专业助理教授。他的研究兴趣包括游戏研究、艺术与媒体史、认知科学及哲学,相关学术成果曾发表于《图像与叙事》和《加载:加拿大游戏研究》等学术期刊,并受邀为《第三人称:创作与探索宏大叙事》、《艺术与电子游戏》、《游戏世界:国际视野下的数字游戏研究》等图书撰写章节。作为一名艺术策展人和创作者,他的作品曾在英国邓迪当代艺术中心、美国加州大学圣地亚哥分校Calit2画廊以及荷兰平面设计博物馆展出。

Dr. William Huber is the Head of Centre for Excellence in Game Education, School of Design and Informatics at Abertay University, and currently serves as President of Digital Games Research Association and Steering committee of Scottish Media and Communications Association. He held the position as the Assistant Professor of Cinema Practice, School of Cinematic Arts at University of Southern California in 2013. His research interests include games studies, art and media history, cognitive science and philosophy, with related publications on Image & Narrative, and Loading... Journal of Canadian Game Studies, and contributes book chapters to Third person: Authoring and exploring vast narratives(2009), Art and Videogames(2008) and Worlds in Play: international perspectives in digital game research(2007) . As a art curator and creator, his works have been shown on  Dundee Contemporary Arts, Calit2 gallery at UC San Diego and Graphic Design Museum in Netherlands.

专家观点
  • 作为一种记录形式,游戏的地位比较特别。电影、电视和写作必须展现世界的真实样貌,否则就偏离了记录性质。一款反映历史或当下的游戏通常会表现某个因素发生变化之后可能会出现的不同结局。

    Games are unusual in their status as documentary forms. Where film, television, and writing must show the world as it was or as it is. And if they don't, they will depart from their status as documentary. A historical game or a game about the present generally shows what could have been or what might be if one or another factor had been different.

  • 本杰明·布拉顿认为,现在的地缘政治处于一个偶然形成的巨型结构中,这个巨型结构构建了一种全球性的计算系统,他将其称作“堆栈”。堆栈包括六个层级,地球、云、城市、地址、界面、用户。每个层级之所以能合理自洽地存在,都仰赖与其相邻的层级。

    Benjamin Bratton posits that geopolitics now occurs within an accidental megastructure, something that has emerged on a planetary scale to create a kind of global computational system that he describes as a stack. Stack consists of six levels, that is, earth, cloud, city, address, interface, user. Each of these levels is only coherent and viable because of the levels proximate to it .

  • 我们应该思考一种摆脱威斯特伐利亚地理疆域的地缘政治。通过多方地缘政治参与者的角度思考游戏,避免使用传统的地图式想象。

    We should consider a geopolitics without Westphalian topographies. To consider games with multiple geopolitical actors without using conventional cartographic imagination.

  • 让游戏发挥思维工具的作用。

    Let games work as toolkits for thinking.

专栏介绍

《全球游戏研究》是由全球青年领袖实验室主办的系列国际学术讲座,由完美世界游戏研究中心和英国阿伯泰大学卓越游戏教育中心主任、全球电子游戏研究协会(DiGRA)主席威廉·休伯博士联合主编。本系列以游戏文化为主题,邀请来自全球相关领域的权威学者,从跨学科视角深度分析电子游戏文化。

Connected Game Research is an international academic series of lectures from global leading scholars who study digital games in a wide range of disciplinary perspectives. It is hosted by Global Youth Leaders Laboratory, and co-edited by Perfect World Game Research Center and Dr. William Huber, who currently serves as Head of Centre for Excellence in Game Education at Abertay University as well as President of Digital Games Research Association (DiGRA).

(0)

相关推荐