Cyfrowa Miłość

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Cyfrowa Miłość piotr PIOTR PIOTR PRÓSINOWSKI – absolwent pedagogiki, a następnie doktorant na Wydziale Nauk Społecznych Uniwersytetu Gdańskiego. Autor tekstów z zakresu potencjału gier wideo oraz ich konotacji z kulturą współczesną. Organizator interdyscyplinarnej ogólnopolskiej krzywdziński PRÓSINOWSKI konferencji naukowej „Światy wyobrażone a nauki społeczne”. Sekretarz czasopisma na- ukowego „Ars Educandi” oraz jeden z założycieli Inicjatywy Nox. Instruktor zajęć pisar- skich skierowanych do młodzieży. Naukowo zainteresowany także filozofią wychowania, literaturą dziecięcą i młodzieżową, rozwijaniem kompetencji technologicznych oraz kul- turą popularną. CYFROWA MIŁOŚĆ CYFROWA piotr krzywdziński – absolwent socjologii, następnie doktorant pedagogiki na Wydziale Nauk Społecznych Uniwersytetu Gdańskiego. Autor tekstów dotyczących nowych technologii i współautor monografii Socjologia światów wyobrażonych. Organizator oraz pomysłodawca interdyscyplinarnej ogólnopolskiej konferencji naukowej „Światy wyobrażone a nauki społeczne” i współzałożyciel Inicjatywy Nox. Do jego zaintereso- wań naukowych zaliczają się także literatura piękna, historia, fantastyka naukowa, kultura popularna oraz problematyka prowadzenia badań społecznych. Cyfrowa miłość. Romanse w grach wideo pozbawiona jest jakiegokolwiek normatywizmu, co w epoce nieustan- nych „dyskursywnych walk” różnych systemów wartości nadaje jej walor dodatkowy. Autorzy potrafią przy tym w swoich narracjach umieścić tytułowy problem w szeroko rozumianych kontekstach socjologicznych i kulturoznawczych. Nie jest to więc tylko książka o „miłości na ekranie”, ale także o – mających miej- sce we współczesnych społeczeństwach – rekonstrukcjach ciała, intymności i seksualności, o popkulturze i nowych technologiach. Więcej jeszcze – „romanse w grach wideo” stają się w niej swoistą krystalizacją różnorodnych przemian społeczno-kulturowych, w szczególności tych, które odnoszą się do kształtowania WIDEO W GRACH ROMANSE tożsamości. Recenzowana książka łapie w „diagnostyczną kamerę” profile tożsamości wyłaniające się z gier wideo, a fotografia, którą czytelnik otrzymuje, jest bardzo przekonywająca. Jestem pewny, że książka Piotra Prósinowskiego i Piotra Krzywdzińskiego spotka się z dużym zainteresowaniem zarówno czytelników, jak i przedstawicieli środowiska akademickiego: socjologów, kulturoznawców, psychologów i pedagogów. Z recenzji naukowej prof. zw. dr. hab. Zbyszko Melosika CYFROWA MIŁOŚĆ ROMANSE W GRACH WIDEO piotr prósinowski Uniwersytet Gdański www.ug.edu.pl Inicjatywa Nox www.inicjatywanox.pl ISBN 978-83-65705-91-4 piotr krzywdziński 9 7 8 8 3 6 5 7 0 5 9 1 4 Publikacja współfinansowana ze środków Wydziału Nauk Społecznych Uniwersytetu Gdańskiego Cyfrowa miłość ROMANSE W GRACH WIDEO Cyfrowa miłość ROMANSE W GRACH WIDEO PIOTR PRÓSINOWSKI piotr krzywdziński © Copyright by Piotr Prósinowski and Piotr Krzywdziński Kraków 2018 © Creative Commons – Uznanie autorstwa 3.0 – dla wersji cyfrowej ISBN 978-83-65705-91-4 Recenzent: prof. dr hab. Zbyszko Melosik Redakcja i korekta: LIBRON Skład: LIBRON Projekt okładki: Piotr Prósinowski wsparcie i udostępnianie: Inicjatywa Nox – www.inicjatywanox.pl Publikacja dofinansowana z funduszy Uniwersytetu Gdańskiego Wydawnictwo LIBRON – Filip Lohner al. Daszyńskiego 21/13 31–537 Kraków tel. 12 628 05 12 e-mail: [email protected] www.libron.pl spis treści wstęp: fikcja – socjalizacja – codzienność 7 rozdział 1. miłość – kultura – gra 15 1.1. miłość jako element kultury popularnej 15 1.2. Człowiek i maszyna 25 1.3. Gry wideo w relacji z kulturą, miłością i romansami – opis zjawiska 35 rozdział 2. Charakterystyka i analiza romansów w grach 49 2.1. Wkraczając w wirtualne romanse 49 2.2. Kim romansują gracze? 52 2.3. W jaki sposób romansujemy 60 2.4. Od ekskluzji do inkluzji: romanse w popularnych grach BioWare (Baldur’s Gate II, Neverwinter Nights: HotU, seria Dragon Age, seria Mass Effect, Jade Empire, Star Wars: Knights of the Old Republic, Star Wars: Old Republic) 70 2.5. Romanse, umiłowanie śmierci i nostalgia: o zmianach w odnowionych klasykach gier autorstwa Beamdog oraz reakcjach graczy na te zmiany (seria Baldur’s Gate: Enhanced Edition oraz Baldur’s Gate: Siege of Dragonspear) 94 2.6. Przestrzeń kosmiczna, szpiedzy oraz oniryzm – romanse w grach produkcji Obsidian (Neverwinter Nights 2, Neverwinter Nights: Maska Zdrajcy, Alphaprotocol, Star Wars: Knights of The Old Republic 2, Pillars of Eternity 2: Deadfire) 102 2.7. Miłości wiedźmińskie – realizacja romansów i seksualności w grach CD Projekt Red 110 2.8. Przystanek w podróży – romanse w grach studia Bethesda (seria The Elder Scrolls, Fallout 4) 119 2.9. Niezobowiązująca użyteczność małżeństwa – przyjaźń, miłość i seks w serii Fable Studia Lionhead 127 2.10. O rodzinie, miłości, związkach i procedurach w produkcjach maxis i Rotobee (seria The Sims, seria Singles) 133 2.11. Przygoda w miłości i miłość przygody – relacje bliskości w wybranych grach przygodowych (seria Life is Strange, Firewatch, Tension, seria Leisure Suit Larry, seria Mój wymarzony chłopak, Catherine, House Party) 141 2.12. Obraz, słowo i symulacja – o romansach i bliskości w wybranych grach Visual Novel i symulatorach randkowych (England Exchange, Nicole, Sakura Spirit, Imouto Paradise!, Katawa Shoujo, Coming Out on Top, Dream Daddy, Lagoon Lounge, Blackgate) 167 2.13. Wchodząc w rolę – romantyczność i bliskość w innych, wybranych cRPG (Planescape: Torment, Divinity: Original Sin, Mars: War Logs, The Technomancer, Stardew Valley) 192 2.14. Uwagi na temat romansów w grach mobilnych (na przykładzie Dream Girlfriend i Vampire Love Story) 203 rozdział 3. Nieoficjalne dodatki do gier w kontekście miłości i romansowania 207 3.1. Charakterystyka moddingu 207 3.2. Spellhold Studios i Gibberlings Three: o modach romansowych do gier opartych na silniku infinity – opis zjawiska 211 3.3. O modach romansowych na portalu Nexus Mods 220 3.4. mody romansowe w kontekście Steam workshop 222 3.5. Nic o nas bez nas – rozmowy z autorami modów romansowych do gier wideo 224 3.6. myśli o moddingu i romansach 255 rozdział 4. Stosunek graczy do romansów w grach wideo – wyniki badań 257 4.1. Gracze o romansach: analiza danych jakościowych 265 4.2. Gracze o romansach: dane ilościowe 298 4.3. Gracze i romanse: uwagi i przemyślenia 306 romanse w grach wideo – myśli końcowe 317 Literatura 329 Wstęp fikcja – socjalizacja – codzienność Książka, którą trzymają Państwo w rękach, jest efektem naszej pracy z me- dium, jakim są gry wideo, oraz z unikatowym zjawiskiem romansów w grach wideo, będącym możliwością prowadzenia aktywnej relacji romantycznej z postaciami obecnymi w grach. Chociaż gry wideo kojarzyć się mogą w niektórych grupach negatyw- nie i nierzadko traktowano je z pewnym niepokojem, to jako tekst kultury1 opowiadają o tym, co ludzkie, znaczące, mające swoją wartość dla różnych gałęzi nauki: socjologii, kulturoznawstwa, psychologii, ale także pedagogi- ki. Dlaczego? Gdyż to, co fikcyjne i wyobrażone, w bardzo dużej mierze dotyczy tego, co codzienne. To właśnie od kategorii „fikcji” oraz tego, co wyobrażone, pragniemy więc rozpocząć swoją pracę. Jak zauważa romana miller, różne formy tekstów kultury (w tym książki, audycje radiowe, telewizyjne, filmowe etc.) są odmianami fikcji artystycznej, tworzonej w celach komunikacyjnych2. Choć rozpatruje ona ten aspekt fik- 1 J.Z. Szeja, Gry fabularne. Nowe zjawisko kultury współczesnej, rabid, Kraków 2004, s. 8. 2 r. miller, Wychowanie przez świat fikcyjny dla świata rzeczywistego we wczesnym dzieciństwie, [w:] Sztuka dla najmłodszych, red. m. Tyszkowa, Państwowe wydawnictwo Naukowe, war- szawa–Poznań 1977, s. 53. 8 Wstęp: Fikcja – socjalizacja – codzienność cji w kontekście relacji dziecka z dorosłymi oraz pomiędzy samymi dziećmi, można spostrzec, że kwestia ta dotyczy także komunikowania się dorosłych między sobą. Gry wideo dotyczą nie jednej, nie dwóch, ale wszystkich grup wiekowych. Co więcej, praktycznie każda gra o czymś opowiada, posiada swój kontekst, kompozycję oraz, nade wszystko, twórców i odbiorców, a obie te grupy należą do określonego czasu i określonego miejsca – już samo to zakorzenienie będzie miało konsekwencje w odbiorze gry. Ludzie, odczytując fikcję, wykorzystują swoje możliwości poznawcze i interpretacyjne, a analizu- jąc znajome konstrukcje widziane w grach, zawsze będą sięgać do własnego doświadczania, do tego, co „tu i teraz”. Będą odnosić się także do swoich pre- ferencji estetycznych, tworzyć własne sądy, odnosić je do różnych produkcji, dyskutować o nich; będą bawić się tymi konstrukcjami, a niekiedy nawet in- spirować się nimi i tworzyć nowe jakości oraz inkarnacje swoich spostrzeżeń, opinii i odczuć, na przykład w postaci grafik wykorzystujących elementy gry czy opowiadań fanowskich dotyczących znanych z gier postaci, miejsc bądź wydarzeń. Są to przecież formy komunikacji i swoistej potrzeby reagowania na to, co wzbudza jakieś odczucia; reagowania na wszystko, co możliwe do poznania i przeanalizowania, bo niejako wszystko to (czy to pośrednio, czy bezpośrednio) dotyczy czegoś znanego oraz „ludzkiego”. Człowiek bowiem, obcując z tym, co wytworzone, wchodzi w relację dialektyczną (ja–świat), w której nie tylko dochodzi do odczytania i poznania pewnych form. Stwo- rzona zostaje sytuacja prowokująca pewną reakcję, co jest widoczne zwłasz- cza w kontekście gier wideo, gdyż warunkiem uczestnictwa w rozgrywce jest reakcja na to, co oferuje dany projekt. romana miller zauważa także coś jeszcze – sposób gospodarowania przestrzenią, jej forma, nastrój, symbolika przejawiają i uosabiają pewne wy- miary kultury,
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