上海大学学报(社会科学版) ›› 2022, Vol. 39 ›› Issue (3): 78-89.

• 哲学研究 • 上一篇    下一篇

双重凝视与潜能世界:电子游戏中的凝视理论

  

  1. 南京大学 哲学系
  • 出版日期:2022-05-15 发布日期:2022-11-26

Double Gaze and Potential World: Gaze Theory in Video Games

  • Online:2022-05-15 Published:2022-11-26

摘要: 尽管今天存在着从“看电影”到“玩游戏”的转变,但让玩游戏成为可能的,仍然是作为其形而上学基础的凝视。从福柯和梅洛-庞蒂开始,凝视不仅仅是一种孤立的观看,还是一种权力,一种建构事物秩序的权力,它不仅建构了外在世界和事物的秩序,也将身体性主体纳入这个世界的秩序中。在电子游戏的世界中,这种凝视被双重化了:一方面是具身化的凝视,即屏幕前玩家的观看;另一方面是游戏角色的虚体化凝视:游戏的世界秩序是按照这种双重凝视构成的。双重凝视之间的辩证关系就是“玩游戏”的本体论前提。但是,如果深入游戏世界之中,会发现那个虚体化的凝视会变成德勒兹意义上的重复,它生成了不连续的内在性平面。在那里,两种凝视的关系会发生反转,即原先由具身化凝视控制虚体化凝视的游戏过程会翻转为虚体化的感触性关系,从而为现实主体开辟了一个潜能世界的空间。


关键词: 电子游戏, 凝视, 潜能

Abstract: Despite the shift from “watching films” to “playing games” nowadays, it is still the gaze as the metaphysical foundation that makes game-playing possible. Since the study of Foucault and Merleau-Ponty, gaze has not only been considered as simply an isolated act of viewing, but also as a power, a power that constructs the order of the external world and things  on the one hand and incorporates the corporal subjects into the order of the world on the other. In the world of video games, this gaze is twofold: the embodied gaze of the player in front of the screen and the virtualized gaze of the game character. The world order of the game is established in accordance with the twofold gaze. The dialectical relationship between the embodied and virtualized gaze constitutes the ontological precondition that makes game-playing possible. However, if one goes deeper into the world of the game, he will find that that embodied gaze becomes a repetition in the Deleuzian sense, which generates a discontinuous plane of immanence where the relationship between the two gazes is reversed, i.e. the play process in which the embodied gaze controls the virtualized gaze is flipped into an embodied affective relationship, thus opening up a space of potential worlds for the real subject.

Key words: video game, gaze, potentiality