上海大学学报(社会科学版) ›› 2024, Vol. 41 ›› Issue (2): 53-66.

• • 上一篇    下一篇

Paidia的消逝:从电子游戏商品透视 当代消费-劳动的诱惑修辞

  

  1. 清华大学人文学院,北京100084
  • 出版日期:2024-03-15 发布日期:2024-03-16
  • 基金资助:
    国家社会科学基金重点项目(19AZD002);国家社会科学基金重大项目(22&ZD018);北京
    市社会科学基金重大项目(20ZDA24)

The Disappearance of Paidia: The Seductive Rhetoric of Contemporary Consumption-Labor in Perspective of Video Game Commodities

  1. School of Humanities, Tsinghua University, Beijing 100084, China
  • Online:2024-03-15 Published:2024-03-16

摘要: 凯洛瓦将游戏置于Paidia-Ludus这一连续光谱中,并强调其中Paidia蕴含的自由与愉悦玩耍本能。而在电子游戏商品日趋普遍的现实里,凯洛瓦意义上的Paidia向度日趋消逝直至蜕化为诸如游戏化的修辞,并同时成为消费-劳动过程中的驱动话语:其一,电子游戏
作为数字资本主义的理想商品,虽然声称以玩家的愉悦玩耍体验为目的,但是其消费设计却并非意在形成一个玩耍本能的释放空间,而是构成一个与玩耍本能有些许交错但本质在于使欲望增殖并将其变现的控制场域;其二,电子游戏商品因其具备双重“确定的可能性”,即其作为商品在被购买前所具备的确定的可能性与其作为电子游戏本身所具备的确定的可能性,成为无摩擦资本主义视域下的消费润滑剂,Paidia蕴含的自由与愉悦玩耍内涵在此蜕化为鲍德里亚意义上泛化的“娱乐道德”;其三,游戏化概念基于电子游戏商品普遍化的现实被抽象出来,并流行于营销、教育、培训等领域,不仅反过来重塑了一般消费品的营销逻辑,更为一种精巧的管理与组织技术作了掩护,无批判地接受这种游戏化修辞,反而削弱了Paidia向度下自由与愉悦的游戏所蕴含的创造性力量。

关键词: 电子游戏, 数字资本主义, 无摩擦资本主义, 理想商品

Abstract: Roger Caillois places game on the Paidia-Ludus continuum and emphasizes the instinct for free and pleasurable play that Paidia embodies. In a reality where video game commodities are becoming more and more common, the Paidia orientation in the Caillois sense fades away until it is transformed into a rhetoric   uch as gamification, and at the same time becomes a driving discourse in the consumption-labor process. Firstly, while video games, as the ideal commodity of digital capitalism, claim to be designed for players’ pleasurable play experiences, their consumption is not designed to form a space for the release of play instincts, but rather to constitute a controlled field that is slightly intertwined with play instincts but essentially proliferates and realizes desire. Secondly, video game commodities become the lubricant of consumption from the perspective of frictionless capitalism because of their dual“definite possibilities”, that is, their definite possibilities before being purchased and their definite possibilities as video games themselves. The connotation of freedom, pleasure and play contained in Paidia is only degraded into the generalized“fun morality”in the Baudrillard sense. Finally, the concept of gamification is abstracted from the reality of the universalization of video game commodities and popularized in various fields such as marketing, education, and training, which in turn reshape the marketing logic of consumer goods in general and provide cover for a sophisticated      management and organizational technique. Uncritically accepting this gamification rhetoric undermines the creative power of free and enjoyable play in Paidia’s direction.

Key words: video game, digital capitalism, frictionless capitalism, ideal commodity

中图分类号: