摘要
在今天,有必要对电子游戏作为一种人类重要活动的基本境况进行深刻的哲学反省。根据阿伦特在《人的境况》中的启示,游戏世界虽然具有鲜明的空间性和持存性,但却并没有真正展现出建构共同世界的行动力量。它最终仍然沦为一部强力而高效的"控制性"的社会装置。由此我们试图回归劳动和身体这个本原,经由晚近的诸众理论对情动的阐发来进一步探寻生成和创造的"反制"潜能。阿甘本对身体之用的论述无疑给出了第三种选择,以"自制"来确立主体的位置,重新激活沉思的积极生活。
Today,it’s really necessary to reflect upon video game as a fundamental human activity.Following Arendt’s deep insights in The Human Condition,we intend to argue that the game world is far from an authentic'common world',though exhibiting the conspicuous spatiality and'endurance'.It couldn’t fight against the fate of falling prey to the powerful as well as omnipresent'social apparatus'.We then return to the labor as corporeal basis,in order to reveal the potentiality of anti-control inherent in the affective bodies of multitude.Agamben provides us with a third option about how to reestablish subjectivity and vita activa through the'use of bodies'.
出处
《探索与争鸣》
CSSCI
北大核心
2019年第4期84-91,159,共9页
Exploration and Free Views