Sushi-kot—urocze hybrydy zwierzęco-spożywcze w grach mobilnych
DOI:
https://doi.org/10.7494/human.2026.25.1.8007Słowa kluczowe:
urok, hybryda zwierzęco-spożywcza, studia nad zwierzętami, gry mobilne, gry przytulne, konsumpcjonizmAbstrakt
Artykuł analizuje funkcjonowanie uroczych hybryd zwierzęco-spożywczych jako specyficznej formy przedstawień zwierząt w grach mobilnych. Wskazuje, że łączenie motywów silnie aktywizujących układ nagrody—zwierzęcości, jedzenia i estetyki uroku—sprzyja popularności tych tytułów oraz wpisuje się w szerszy wizualny język konsumpcji, charakterystyczny dla kultury cyfrowej. Hybrydy te nie są jedynie dekoracyjnym zabiegiem stylistycznym, lecz elementem strategii projektowej opartej na kumulacji „bezpiecznych” i przyjemnych bodźców, mającej silnie wpływać na odbiorców. W efekcie zwierzęcość ulega instrumentalizacji i redukcji do atrakcyjnego znaku, maskując problem przemocy strukturalnej pod warstwą wizualnej przyjemności. Artykuł sytuuję na styku groznawstwa i krytycznych studiów nad zwierzętami, poddając analizie estetyczne i etyczne konsekwencje omawianych przedstawień. Klasyczna koncepcja kinderschema (Lorenz, 1943) okazuje się niewystarczająca do opisu złożoności tych form wizualnych. Bardziej adekwatną kategorią interpretacyjną staje się pojęcie cudacznego uroku (whimsical cuteness; Nenkov i Scott, 2014).
Pobrania
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