检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:卢雅怀 LU Yahuai(Research Institute of Marxism,Party School of the Jiangxi Provincial Committee of the CPC,Nanchang 330108)
机构地区:[1]中共江西省委党校马克思主义研究院,南昌330108
出 处:《文化艺术研究》2024年第3期9-21,112,共14页Studies in Culture and Art
摘 要:电子游戏与战争、暴力的关系,是电子游戏激起公众道德焦虑的重要原因,也是游戏研究最难回避的问题之一。电子游戏的诞生以冷战的白热化、20世纪60年代社会运动如火如荼为背景,《太空大战》虽然在硬件与主题上以冷战科技竞争为基础,但是也源于反文化的技术政治氛围。80年代初电子游戏开始成为主流的青少年文娱形式,正值全面战争一触即发的危急时刻。《导弹指令》作为当时流行的射击类游戏的一员,也尝试以独特的游戏机制传达“战争中没有赢家”的反战主题。在以相对和平与繁荣为标志的90年代,冷战与核战危险不再激起青少年共鸣。《辐射》系列作为意料之外的成功,对冷战政治展开辛辣讽刺,并反过来以自己的独特艺术魅力,让冷战迷思成为思乡症的对象。由此看来,战争游戏的滥觞,因现实的战争威胁与记忆从未远去,游戏构成了参与、抗议或追想战争的方式。The relationship between video games,war,and violence is a major source of public moral anxiety and a central issue in game studies.Video games emerged during the peak of the Cold War and the fervent social movements of the 1960s.Spacewar!was influenced by the technological competition of the Cold War and the counterculture's technopolitical atmosphere.By the early 1980s,video games had become a popular form of entertainment for teenagers,coinciding with a period when the threat of full-scale war loomed large.Missile Command,a popular shooting game of the time,attempted to convey the anti-war message"there are no winners in war"through its unique game mechanics.In the relatively peaceful and prosperous 1990s,the dangers of the Cold War and nuclear war no longer resonated with teenagers.The unexpected success of the Fallout series offered a biting satire of Cold War politics and,with its unique artistic charm,turned Cold War myths into subjects of nostalgia.Thus,the origins of war games reveal that the threats and memories of real wars never truly fade,and games provide a means to engage with,protest against,or reminisce about war.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.49