英文摘要 |
Video games are no longer entertainment, but a medium for conveying ideas. The virtual interface of video games allows viewers to escape the limitations of text and gain an immersive experience, and whether online or offline, video games can achieve interaction between people or people and AI, allowing users to cooperate or compete across nationalities and geographical restrictions. However, racial prejudice has not disappeared due to the transnational nature of digitalization. This article will explore the Western imagination of black people and people of color from the perspective of game development structure and the other, using Resident Evil 5, Grand Theft Auto 5 and Call of Duty: Modern Warfare 2 as examples to illustrate the racial prejudice and stereotypes in them. This article finds that video game development is still dominated by Europe and America, and the main market is also in Europe and America, resulting in content that shows racial prejudice, cultural displacement, white habits and stereotypes. On the other hand, video games also objectify and sexualize women, showing a masculine color. This is because game development is still dominated by men, even though the proportion of female players has increased year by year, but men still have a dominant force in the development system, resulting in most game content ignoring gender balance issues. To break the ''other'' perspective of games, social culture must recognize the propaganda, educational and spatial thinking brought by games, face up to games as a platform for cultural and value transmission, strengthen game talent cultivation and related research and discussion, establish local cultural game content and game mechanisms, and exert the influence of local culture on game creation. If games are seen as outside the mainstream, then they are giving up the ''discourse power'' of games to outsiders, which is not appropriate for the diversity development of game content. |