东北大学学报(社会科学版) ›› 2019, Vol. 21 ›› Issue (5): 449-456.DOI: 10.15936/j.cnki.1008-3758.2019.05.002

• 科技哲学研究 • 上一篇    下一篇

暴力电脑游戏的道德困境及其超越——基于米格尔·西卡特的模型与方法

吴一迪   

  1. (东南大学人文学院,江苏南京211189)
  • 收稿日期:2019-02-20 修回日期:2019-02-20 出版日期:2019-09-25 发布日期:2019-09-25
  • 通讯作者: 吴一迪
  • 作者简介:吴一迪(1990-),男,浙江嘉兴人,东南大学博士研究生,主要从事技术哲学、电脑游戏哲学研究。
  • 基金资助:
    国家社会科学基金资助项目(16BZX025);江苏省研究生科研与实践创新计划资助项目(KYCX17_0207)。

Moral Dilemma and Transcendence of Violent Computer Games ——Based on Miguel Sicart's Model and Methods

WU Yi-di   

  1. (School of Humanities, Southeast University, Nanjing 211189, China)
  • Received:2019-02-20 Revised:2019-02-20 Online:2019-09-25 Published:2019-09-25
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摘要: 暴力电脑游戏的道德困境指的是游戏中的暴力内容很可能使玩家在现实中也实践相应的暴力行为。根据西卡特的模型,该困境的形成机制是工具性的游戏玩法与表征冲突的暴力内容和行为的相遇与后续的脱敏效应及其影响。可从三方面超越该困境:设计师的伦理游戏设计,让暴力内容以虚构的形式参与到对具有人文内涵的伦理命题的表达中来,在“程序梯度”和“语义梯度”之间制造冲突,从而唤醒玩家的伦理意识;玩家的伦理游戏玩法,主动运用其伦理价值观反思其游戏行为,并管理游戏系统;监管部门可通过制定分级制度、搭建线上平台、完善职业规划进行管理。最后对该模型进行了批判和改进(增加一个“技术梯度”)。

关键词: 暴力电脑游戏, 暴力内容, 米格尔·西卡特, 伦理游戏设计, 伦理游戏玩法

Abstract: The moral dilemma of violent computer games is that violent computer games are likely to cause players involved to practice violent behaviors in real life as well. According to Sicart's model, this dilemma is formed by the encounter between instrumental gameplay and violent content and behaviors that represent conflicts and its subsequent desensitization effects. It might be coped with from three aspects. First, the ethical game design of designers invites violent content in the form of game fiction to participate in the expression of ethical propositions with humanistic connotations in order to create conflicts between “procedural gradient of abstraction” and “semantic gradient of abstraction”, thus awakening players' ethical awareness. Second, the ethical gameplay means that players can actively use their ethical values to reflect on their game behaviors and manage the whole game system. Third, the regulatory authorities can manage by setting up rating systems, building online platforms, and improving career planning. Finally, the model is criticized and improved by adding the “technological gradient of abstraction”.

Key words: violent computer game, violent content, Miguel Sicart, ethical game design, ethical gameplay

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