Vše

Co hledáte?

Vše
Projekty
Výsledky výzkumu
Subjekty

Rychlé hledání

  • Projekty podpořené TA ČR
  • Významné projekty
  • Projekty s nejvyšší státní podporou
  • Aktuálně běžící projekty

Chytré vyhledávání

  • Takto najdu konkrétní +slovo
  • Takto z výsledků -slovo zcela vynechám
  • “Takto můžu najít celou frázi”

Always Already Monsters: BioShock's (2007) 'Splicers' as Computational Others

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F19%3A10413101" target="_blank" >RIV/00216208:11230/19:10413101 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=o~Gm8cZ78M" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=o~Gm8cZ78M</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.7557/13.5015" target="_blank" >10.7557/13.5015</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Always Already Monsters: BioShock's (2007) 'Splicers' as Computational Others

  • Popis výsledku v původním jazyce

    The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and &apos;splicers&apos;-its most numerous, zombie-like enemies. I combine two methodological perspectives on the &apos;manufacturing&apos; of splicers by analyzing [a] the title&apos;s developer commentary and other official paratexts to trace the design of splicers, and [b] the game&apos;s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are &apos;computational others&apos;, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam&apos;s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers&apos; masks and bodily disintegration, [c] justifying splicers&apos; blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.

  • Název v anglickém jazyce

    Always Already Monsters: BioShock's (2007) 'Splicers' as Computational Others

  • Popis výsledku anglicky

    The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and &apos;splicers&apos;-its most numerous, zombie-like enemies. I combine two methodological perspectives on the &apos;manufacturing&apos; of splicers by analyzing [a] the title&apos;s developer commentary and other official paratexts to trace the design of splicers, and [b] the game&apos;s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are &apos;computational others&apos;, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam&apos;s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers&apos; masks and bodily disintegration, [c] justifying splicers&apos; blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.

Klasifikace

  • Druh

    J<sub>ost</sub> - Ostatní články v recenzovaných periodicích

  • CEP obor

  • OECD FORD obor

    50802 - Media and socio-cultural communication

Návaznosti výsledku

  • Projekt

  • Návaznosti

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2019

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    Nordlit

  • ISSN

    1503-2086

  • e-ISSN

  • Svazek periodika

    Neuveden

  • Číslo periodika v rámci svazku

    42

  • Stát vydavatele periodika

    NO - Norské království

  • Počet stran výsledku

    22

  • Strana od-do

    257-278

  • Kód UT WoS článku

  • EID výsledku v databázi Scopus