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文艺理论研究 ›› 2023, Vol. 43 ›› Issue (1): 12-20.

• 专题:元宇宙与当代中国先进文化创新 • 上一篇    下一篇

概念的双重迷宫:元宇宙及其框架内的游戏研究

郭超;耿希文   

  1. 中山大学中国语言文学系(珠海)
  • 出版日期:2023-03-05 发布日期:2023-03-10
  • 作者简介:郭超,哲学博士,中山大学中国语言文学系(珠海)副教授,主要从事跨文化戏剧、大众文化等研究。耿希文,中山大学中国语言文学系(珠海)研究生,主要从事概念史研究。

The Double Labyrinth of Concept: A Study of Video Games within the Framework of Metaverse

Guo Chao;Geng Xiwen   

  1. Department of Chinese (Zhuhai), Sun Yat-sen University
  • Online:2023-03-05 Published:2023-03-10
  • About author:Guo Chao, Ph.D., is an associate professor in the Department of Chinese (Zhuhai), Sun Yat-sen University. His research interest includes modern Chinese literature, culture, theatre and performance.Geng Xiwen is a master student at the Department of Chinese (Zhuhai), Sun Yat-sen University. Her research interest includes the history of ideas.

摘要: 元宇宙(metaverse)的概念于1992年首次出现,经历短暂沉寂后于2021年因微软、“脸书”(Facebook)和罗布乐思(Roblox)等对其的挪用而被“重新发现”。因为微软的“混合现实”(MR)和罗布乐思的“虚拟现实”(VR)技术均和游戏相关,游戏(尤其是电子游戏)自然被寄寓了“赛博时代”之元宇宙的期许而被纳入学术话语。就词源而言,“元”(meta-)即“超越”,“宇宙”(verse/universe)则为时间、空间的集合。本文将元宇宙界定为独立于并超越了现实世界时空逻辑的物理、社会和知觉结构,并以此为前提探讨游戏作为元宇宙的潜力。一方面,“游戏性”作为游戏的基础机制,通过规则和边界构筑了独立的时空逻辑,蕴含着元宇宙的超越性;另一方面,游戏的“叙事性”营造的“沉浸体验”实则是现实宇宙的衍生、附庸或“操演”。因此,在元宇宙的话语深处,实则弥散着现代社会的微观权力。游戏的元宇宙当彰显个人的主体性,以超越性的去结构潜能抵抗垄断资本通过“文化工业”对个体的收编和控制。

关键词: 元宇宙; , 超越; , 时间; , 空间; , 操演; , 文化工业

Abstract: The concept of metaverse was raised in 1992 by Neal Stephenson and was rediscovered in 2021 due to the appropriation of Microsoft, Roblox and Facebook. As Microsoft's MR and Roblox's VR are related to video games, it is only natural that games (especially video games) are brought into scholarly discourse as a potential means to the advent of metaverse in the Cyber Age. As “meta-” etymologically refers to “beyond” and “verse/universe” consists of the dimensions of time and space, we define metaverse as a matrix of space-time beyond the logic of the real universe and examine the potential of video games as metaverse on this basis. “Ludo” suggests that the internal time of video game is static and can be infinitely divided, leading to a possibility beyond linear clock time. However, the narrativity of game is framed within human perception and digital program. As a result, immersive experiences only construct a set of “virtual monument” which remains derivative of or subordinate to the real universe. Therefore, narrativity makes video games a performative field that reflects the micro-powers of modern culture. Metaverse should manifest the subjectivity of individual and resist the control of cultural industry through the de-structuring potential of video games.

Key words: metaverse; , beyond; , time; , space; , performativity; , cultural industry