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 'splicers'-its most numerous, zombie-like enemies. I combine two methodological perspectives on the 'manufacturing' of splicers by analyzing [a] the title's developer commentary and other official paratexts to trace the design of splicers, and [b] the game's embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are 'computational others', 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'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' masks and bodily disintegration, [c] justifying splicers' 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 'splicers'-its most numerous, zombie-like enemies. I combine two methodological perspectives on the 'manufacturing' of splicers by analyzing [a] the title's developer commentary and other official paratexts to trace the design of splicers, and [b] the game's embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are 'computational others', 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'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' masks and bodily disintegration, [c] justifying splicers' 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
—