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MIT CMS.300 Session 12 – IDENTITY CONSTRUCTION 虚拟世界中身份认同的建立 part 2
2022-06-23 07:01:00 【Kovotsuki】
前言:
虽然我们天天阴阳怪气美国人的政治正确,但他们的社会科学界还是付出了值得肯定的努力的。当然有没有用就是另外一回事了。
Readings
Williams et al. – The Virtual Campus
content analysis (survey of representation, more quantitative)
https://journals.sagepub.com/doi/10.1177/1461444809105354

作者通过对视频游戏中角色的大规模内容分析,回答了与美国人口构成相比,他们在性别、种族和年龄方面的差异。研究样本包括一年内发行在九个不同平台上的150款游戏。分析结果根据游戏销售额进行加权,使结果能够反应公众实际游玩的比例。结果显示,视频游戏中,男性、白人和成年人的代表性总体偏高,女性、西班牙裔、美洲原住民、儿童和老年人的代表性总体偏低。
Consalvo & Harper – The Sexiest of All
ethnographic study, interviews Female players in 2 MMOs
人种学研究,采访了2个MMO(魔兽世界,科南时代)中的女性玩家

Concepts/Keywords -- ?
Representation imbalance “虚拟代表”的失衡(年龄、种族、性别)
(Age\race\gender)
Goals
Discuss the tools that players are given to play online
讨论为了让玩家可以在线游玩,而设计出的那些工具
Discuss how representation in games affects players' positioning in the world
讨论游戏中的角色组成是如何影响玩家在现实世界的地位的
-Groups repeatedly seen will be more accessible and easy to recall (more positive)
不局限于游戏,在影视作品、电视、媒体上反复出现的人群更容易被了解,且更容易被回想起来。(因此对他们的社会地位的提升存在积极作用,反之则会被边缘化。想想肯尼迪是如何通过电视媒体赢下大选的)
Tools to configure one's character are limited, are designed
游戏中用于设定角色的选项是有限的,是被设计如此的
-World of Warcraft - “ugly” males, not able to change body shape
魔兽世界 - 中男性角色通常更“丑陋”,且不能改变体态
The Sims(medieval) – offers a lot of flexibility, but also situated (players can't wear modern clothes) 模拟人生(中世纪)–提供了更大的灵活性,但也存在限制(玩家不能穿现代服装)
As we saw, we can use games as extensions/reflection of who we are (Turkle, Consalvo & Harper also mention it) 正如我们所看到的,我们可以使用游戏来探索/反映我们是谁
Our presence in the Virtual World is not trivial, ones appearance and acts define us in front of others, i.e. attitude, achievements, level, etc.
我们在虚拟世界中的存在并非微不足道,角色的外表和行为在其他玩家面前定义了我们,比如态度、游戏成就、游戏水平等。(players see acts freedom more important than appearance 相比于外观,玩家更看重行为的自由度)
Example (Consalvo & Harper) 举个例子:
· pretty female characters flirting to get objects rather than obtaining them through skill or work 漂亮的女性角色可以通过调情获得物品,而不是通过技能或工作
Problem with representation “游戏代表/角色”存在的问题:
-What is represented is “normal” (dominant)
在游戏中被展示的角色大都过于“普通”
(在社会人口中占主导地位:年轻的白人男性)
-Ignores variety 差异性被忽略:
· minorities don't see themselves represented, make them feel powerless & unimportant
少数群体在游戏中看不到能够代表自己的角色,他们感受到无力、在社会上无足轻重
· people belonging to majorities are not aware of minorities
来自多数群体的人难以意识到少数群体的存在(如果他们被包围在这样的文化产品中)
What role they play also perpetuates myths 他们所扮演的角色也进一步加深了这种误解
Goes both ways – media represent society, society shapes itself according to media
媒体是社会的代表,但社会也会根据媒体来自我塑造
What do games tell about us? 通过分析游戏角色我们知道
· Mostly adult males, in main characters
主人公大多数是成年男性
· females/children/elderly/other ethnicities are less represented
女性/儿童/老人/其他种族的代表性较低
· black people only good for sportsmanship
黑人只展示了其运动特长
Possible reasons 可能的原因是:
1 Consumer/player’s choice 消费者、玩家的选择
2 Mirror of real society 对社会的真实反映
3 Game maker imbalance 游戏从业人员的失衡(欧美游戏中华裔角色的比例高于华裔在人口中的比例,而华裔游戏制作人也是除白人外最多的)
How do we solve this? 怎么解决?
Try to vary the work force (more female, black, Latino etc.) → otherwise it's a vicious cycle
尝试改变游戏行业的劳动力构成(更多女性、黑人、拉丁美洲人等)→ 否则就是恶性循环
Be aware that there are wider audiences that one can appeal to
意识到除了成年白人男性外,还有其它消费者群体
Note audience differences between countries – localization
注意各国观众的差异——游戏本地化
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