Zamieszkując inne ciała – zwierzęce postaci i awatary

Autor

DOI:

https://doi.org/10.18778/2391-8551.10.04

Słowa kluczowe:

animal studies, fenomenologia, gry zwierzęce, awatar, postać, game studies, ucieleśnienie

Abstrakt

Poniższy artykuł dotyczy istotności perspektyw fenomenologicznych dla gier zwierzęcych, definiowanych w rozumieniu Gunnara Eggertsson’a, w których postać osoby grającej ma sygnalizować zwierzę. Przy użyciu przykładów gier takich jak Stray, Shelter 2Endling – Extinction is forever, traktujących zwierzęta jako pełnoprawnych protagonistów, wykazuję jak zwierzęce postaci i awatary oddziałują na doświadczenie grania, a także pozagrowe relacje ludzko-zwierzęce. Rozważania te mają na celu zrozumienie czy gry mogą zbliżać nas do lepszego rozumienia zwierzęcego Innego poprzez symulację jego doświadczeń i perspektyw. Niniejsze badanie wykorzystuje perspektywę krytycznych studiów nad zwierzętami i filozofii fenomenologicznej w celu głębszego opisu i zrozumienia interakcji ludzkich graczy ze zwierzęcymi postaciami. Podkreśla rolę ucieleśnienia w kształtowaniu transformatywnego doświadczenia rozgrywki.

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Pobrania

Opublikowane

2024-12-13

Jak cytować

Mazur, E. (2024). Zamieszkując inne ciała – zwierzęce postaci i awatary. Replay. The Polish Journal of Game Studies. https://doi.org/10.18778/2391-8551.10.04

Numer

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