WEBVTT
Kind: captions
Language: en

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Hello everyone!

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My name is Alice Fox, and my paper is GAIA
is a Cyborg: Exploring Ecological Personhood

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in Horizon Zero Dawn.

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So, my paper focuses on the tradition of phenomenology
So, it's a bit difficult to run down in terms

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of a 2 minute presentation on the research
methodology because it's a bit more complex

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than that...

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This paper tries to follow the outline of
Donna Haraway's Speculative Fabulation, which

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is a future building and problematization
technique that explores possible futures in

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order to unveil novel solutions to problems.

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I focus on the video game Horizon Zero Dawn
as a ludic device that engages players in

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a quasi-world to...

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not mimic experience but to create new experiences
that would otherwise be unavailable to them

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in their daily lives and to us in our daily
lives.

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So, this type of question is asking does this
experience through a ludic device such as

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a video game and Horizon Zero Dawn specifically
give rise to new ways of conceptualizing personhood

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that we would not normally engage with?

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Just without video games, essentially So in
lieu of actually playing the game, I set a

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few scenes up in the Power Point so you can
see how closely related nature and personhood

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are in this game.

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The scenery and the background also works
with technology as you can kind of see in

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that right-hand corner where the technology
kind of blends into and becomes part of the

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landscape and constitutes not only the enframing
background but also the point of interaction

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with the game.

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One [the player] must constantly be and dialogue
and interaction with and engagement with technology,

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nature, and the player character in the ludic
device.

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So, here's another example of directly interfacing
with these types of biomimicry technologies.

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I deduced 2 conclusions from this exploration
into the video game: the 1st one is that you

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can add 2 different criteria of personhood
based on this video game the 1st one is incipiency--coming

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into being with different devices and different
natural surroundings than someone would otherwise

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be exposed to in reality.

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And the 2nd one is flexibility so learning
how to make do with the parameters of the

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game in order to instantiate new variations
and versions of personhood that we don't traditionally

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think of as personhood.

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Both of these concepts, also playing in with
the ludic device, are concepts derived from

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cybernetics and put into dialogue with the
literature from that aspect as well.

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So, Gaia is better thought of and better dealt
with in a moral way when we conceptualize

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nature as a cyborg and not as a standalone
background frame.

