誰來扣板機:暴力電玩遊戲的內涵與理路

Who Pulled the Trigger: The Connotation and Context of Violent Video Games

🎮 展期 Duration:2014/08/09 (六) -2014/ 09/15 ( 一)

🎮 開幕 Opening:2015/08/09   14:00  

🎮 地點 Venue:台北數位藝術中心

🎮 地址 Address:111台北市士林區福華路180號;近捷運淡水線芝山捷運站二號出口


🎮 展覽介紹

台北發生了震驚社會的無差別殺人事件,我們誠摯地為所有無辜的受害者默哀,也願社會遠離衝突與恐慌。在這一事件中,由於媒體指稱犯案者喜好暴力電玩而為引發了許多爭議。

 

而在諸多正反意見的論辯中,更凸顯我們對於暴力電子遊戲的認識太過片面且粗淺。反對電玩的論者可能根本沒有玩過暴力遊戲,更無法理解這些遊戲在視覺和操控上的呈現與反應,只從片面的聯想中找尋必然有害的線索;而支持電玩遊戲的論者也忽視了暴力遊戲中對於玩家心智中隱含的威脅與宣染。

 

此外,當我們談到暴力遊戲時,片面地聯想就是「殺人」,試問宗教歧視、性別差異、同性戀、動物環保等等難道不算是另外一種言語、宗教上的暴力嗎? 我們不可能杜絕網路、電影、小說中所有帶有暴力描述之作品,而電子遊戲作為世界最具代表性的數位科技與娛樂產業,與其防堵與恐慌,不如真正地認識的暴力電玩,並從中探索防範再次發生類似案例的可能性。 也因此我舉辦了這次的展覽,將主題定為:《誰來扣板機:暴力電玩遊戲的內涵與理路》,透過主題影片和演講試圖討論暴力遊戲的發展與分級制度,更透過實機的遊玩經驗,傳達能夠最後決定「開槍與否」的實踐者,正掌握在自身的抉擇,而非作品的命定。 讓喜歡遊戲的玩家、甚至是家長和親子一起來認識這個嚴肅但卻與我們密切相關之議題,這可能是一個有效的發洩管道,也可能是對於社會更多的認識。

 

🎮 Exhibition Introduction

Who Pulled the Trigger: The Connotation and Context of Violent Video Games

 

The society was shocked by the 2014 Taipei Metro attack. We sincerely take a moment of silence for all the innocent victims of this attack, and expect our society to stay away from conflict and trepidation. The mass media provoke considerable controversies by pointing out that the murderer indulges in violent video games.

 

The debate over violent video games highlights people’s biased and superficial understanding about them. Those who are against violent video games may never play them previously; let alone understanding the presentation and reaction of these video games in terms of their visual effects and manipulation. They simply assess thenegative implicationsof these video games from their own biased conjectures. Similarly, those who favor violent video games ignore the implicit threats and influencesthat the games exert on players mind.

 

In addition, when it comes to violent video games, we tend to associate it with “killing people.” However, are not discrimination on the grounds of religion, gender, and sexual orientation, as well as animal abuse and environmental damage equally violent in terms of language?

 

It is impossible to eliminate violent content from all movies, novels, and information on the Internet. Video gamesare the most representative of digital technology and the entertainment industry in general. To prevent similar unfortunate incidents from happening again, we shouldcorrectly understand violent video games rather than habitually block and fear them.

 

Therefore, I organize the exhibition titled“Who Pulled the Trigger: The Connotation and Context of Violent Video Games.”On the one hand, this exhibition addresses the development and rating system of violent video games through videos and keynote speeches. On the other hand, by offering the viewers the experience of actually playing violent video games, the exhibition conveys that the very player, rather than the game setting, makes the final decision of “shoot or not shoot.”

 

This exhibition sincerely invites players, parents, and their children to explorethis serious issue to which our daily life closely related. This exhibition mayserve as an effective outlet for our pressure as well as a more profound understanding of the society.


🎮 關於策展人

梁世佑

生於臺南,從小與電玩、動漫結下了不解之緣。曾任教過國中、高中、五專與多所大學,試圖以當代娛樂與流行文化的角度來融入歷史教學,傳達多元化的知識系譜,並推動將 ACG文化視為一門學問來加以研究。現任教於交通大學、東海大學與旭傳媒網路科技公司 U- ACG負責人,台北數位藝術節 電玩藝術專題展策展人。

 

🎮 About the Curator

RainReader Liang

Liang was born in Tainan. He has been having an indissoluble bond with video games and comics since his childhood. He used to teach in high schools, five-year vocational schools, and universities. He tries to integrate contemporary entertainment and popular culture into the content of courses, pass pluralistic knowledge genealogies on students, and promotes the study of ACG culture as a discipline. He teaches currently in National Chiao Tung University andTunghai University,and serves as the director of U-ACG in MediaBrilliance System Corporation. He is also the curator of Taipei Game Art Exhibition.


🎮 主題影片

年份:2014
長度:約8分鐘
作品說明:探討暴力電玩遊戲的發展與分級制度

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🎮 相關活動

座談會
誰來扣板機:暴力電玩遊戲的內涵與理路
專題座談會(共四場)

第一場(開幕場)
08╱09(六)pm3:00 觀看與實踐:暴力電玩遊戲的內涵與理路
介紹本次展覽的主題,並說明何謂暴力遊戲的分級與內容。相較於其他媒體娛樂,暴力電玩並不只是抒發了壓力和快感,更提供了一層是否可以扣下板機的道德抉擇。

 

第二場
08╱24(日)pm2:00機巧XX不會受傷:論日本成人遊戲之發展與社會背景脈絡
一般認為日本成人電影與遊戲十分發達、種類繁多,但成人遊戲之形成更與社會文化之背景密不可分。本次演講將分析日本成人遊戲的發展,並探究其中對於社會結構之影響。

 

第三場
08╱30(六)pm2:00 kulturkampf也想要談戀愛:ACG中的階級、性別與抗爭
今日同性戀、人獸戀、環境保護、死刑乃至於公民抗爭等等成為爭議,ACG文化中如何談論這些嚴肅的公共議題,並形塑自身的理解與表現?

 

第四場
09╱06(六)pm2:00 誰來扣板機:數位電子娛樂之凝視與抉擇權
遊戲中的我們如何觀看他人以及握持手把的自身?人稱和遊戲中的區別如何表現在互動的數位藝術之中,並體現出不同的價值觀。

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🎮 現場體驗

現場將提供觀眾親自體驗部分遊戲,希望藉此讓大眾更加了解暴力電玩遊戲的內涵,並從中理解到,遊戲過程中的行為表現,最終掌握在自身的抉擇,而非作品的命定。

 

Call of Duty: Modern Warfare series (Main Theme)
Call of Duty: Ghost
Battlefield series
Killzone: ShadowFall
Dead Rising 2
Manhunt series
Watch Dogs (Main Theme)
The Last of Us (PS4 ver.) (Main Theme)
Tomb Raider ™ Definitive Edition
Grand theft auto V
Deep Space2
Hotline miami
inFAMOUS Second Son
Mortal Kombat series
God of War Series
Retro city rampage
Medal Of Honor
Metal Gear V: Ground Zeroes
Carmageddon
Valiant Hearts: The Great War
Lost In the Rain

 

(片單將於展期中定期更換或增減,且無法根據參觀者之指定而更換敬請見諒)
警語:遊戲內容涉及暴力情節,需滿18歲才可體驗。


🎮 相關活動

展覽日期:2014 / 08 / 09(六)~09 / 15(一)

開幕茶會:08╱09(六)pm14:00
開幕座談:08╱09(六)pm15:00觀看與實踐:暴力電玩遊戲的內涵與理路

與談人:

梁世佑(台北數位藝術節 電玩藝術專題展策展人)

展覽地點:台北數位藝術中心
門票: 免費入場

 

Date:2014/08/09(Sat)~2014/09/15(Mon)
Opening Hours:10:00~18:00
Location:Digital Art Centre,Taipei
Tickets: Free Entry