摘要
电影与游戏之间的比较,是游戏研究的一个起点。二者明显的相通之处即皆为醒着做梦的体验。电影研究将梦体验分为临床、审美和他者这三个向度,虽然颇有启发意义,但最终还是深陷主体性的困境之中而难以自拔。鲍恩对游戏的研究则有效化解了这个难题,经由他者之欲激活了主体对自身的反思和变革。但在人工智能和生命3.0的时代,梦不只是人类主体的特权,更是人造生命这个未来形态的根本特征。由此,我们试图以三层递进的方式深化这个主题。首先,梦机器就是人造生命的本质界定。其次,这个本质在电子游戏的否定性本体论中得到了突出体现,而暗玩正是一个典型形态。最后,暗玩所塑造的暗主体,是在生命3.0时代对“人是机器”这一命题的重释与再造。
The comparison between cinema and video games is a starting point for game studies.They share the feature of being experiences of lucid dreams.Film studies divide dream experience into three dimensions:clinical,aesthetic,and the Other,which is quite enlightening,but in the end is deeply trapped in the dilemma of subjectivity.Bown's research on video games resolves this problem by activating the subject's self-reflection and transformation through the desire of others.But in the era of artificial intelligence and life 3.0,dreams are far from being the privilege of the human subject but a fundamental feature of the future forms of artificial lives.Therefore,we try to deepen this theme layer by layer.Firstly,the dream machine is the essential definition of artificial lives.Secondly,this essence is especially reflected in the negative ontology of video games,dark play being an example.Finally,the dark subject shaped by dark play is also the reinterpretation and reconstruction of the proposition"man is a machine"in the era of life 3.0.
作者
姜宇辉
JIANG Yuhui(School of Politics and International Relations,East China Normal University,Shanghai 200241)
出处
《文化艺术研究》
2023年第4期1-12,112,共13页
Studies in Culture and Art