Demon Girl Power
نویسنده
چکیده
'There's nothing like a spot of demon slaughter to make a girl's night' Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames have used carefully branded animated female avatars. As with most other media, the game industry tends to follow and expand on established lucrative formats to secure an established market share. Given the capacity of videogames to create imaginary worlds in 3D that can be interacted with, it is not perhaps surprising that pre-established worlds are common in videogames, as is the case with Buffy the Vampire Slayer (there are currently three videogames based on the cult TV show 2000-2003), but in other games worlds have to be built from scratch, as is the case with Primal (2003). With the mainstream media's current romance with kickass action heroines, the advantage of female animated game avatars is their potential to broaden the appeal of games across genders. This is however a double-edged affair: as well as appealing to what might be a termed a post-feminist market, animated forms enable hyper-feminine proportions and impossible vigour. I argue that becoming demon afforded by the plasticity of animation –in these games troubles the representational qualities ordinarily afforded to female avatars in videogames. But I also argue that theories of representation are insufficient for a full understanding of the formal particularities of videogames and as such it is crucial to address the impact of media-specific attributes of videogames on the interpellation of players into the game space and the way that power regimes are organised. While theories of gender representation can go someway towards understanding the ideological construction of game characters, they are not developed sufficiently to accommodate the particular nature of player participation intrinsic to playing digital games. The fact that players are interpolated into the game worlds of the Buffyverse and Primal in ways quite different to other media forms is significant and I offer the concept of 'being-in-the-world-of-thegame' to illustrate how theories of representation alone are not sufficient to the task of analysing videogame forms. This paper focuses on the ways in which the interactive and spatial features of videogame formats affect narrative structure, characterisation and themes (particularly agency and power) and I argue that an address of the ways that videogames operate structurally is essential if we are to understand how they take animation into the realms of interactivity and how videogames generate meaning and pleasure.
منابع مشابه
Power generator driven by Maxwell's demon
Maxwell's demon is an imaginary entity that reduces the entropy of a system and generates free energy in the system. About 150 years after its proposal, theoretical studies explained the physical validity of Maxwell's demon in the context of information thermodynamics, and there have been successful experimental demonstrations of energy generation by the demon. The demon's next task is to conve...
متن کاملMaximum work extraction and implementation costs for nonequilibrium Maxwell's demons.
We determine the maximum amount of work extractable in finite time by a demon performing continuous measurements on a quadratic Hamiltonian system subjected to thermal fluctuations, in terms of the information extracted from the system. The maximum work demon is found to apply a high-gain continuous feedback involving a Kalman-Bucy estimate of the system state and operates in nonequilibrium. A ...
متن کاملOn the calculating power of Laplace’s demon
We discuss some of the choices that arise when one tries to make the idea of physical determinism more precise. Broadly speaking, ‘ontological’ notions of determinism are parameterized by one’s choice of mathematical ideology, whilst ‘epistemological’ notions of determinism are parameterized by the choice of an appropriate notion of computability. We present some simple examples to show that th...
متن کاملSCHAFFER’S DEMON by NATHAN BALLANTYNE AND IAN EVANS
Jonathan Schaffer (2010) has summoned a new sort of demon – which he calls the debasing demon – that apparently threatens all of our purported knowledge. We show that any debasing skeptical argument must attack the justification condition and can do so only if a plausible thesis about justification is false. Jonathan Schaffer (2010) has summoned a new sort of demon – what he calls the debasing ...
متن کاملChapter 2 Review of Maxwell ’ s Demon
The paradox of Maxwell’s demon was proposed in a letter from James C. Maxwell to Peter G. Tait for the first time. In the letter, Maxwell mentioned his gedankenexperiment of “a being whose faculties are so sharpened that he can follow every molecule” [1]. The being may be like a tiny fairy, and may violate the second law of thermodynamics. In 1874, William Thomson, who is also well-known as Lor...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2005