Fein Elizabeth
Department of Psychology, Duquesne University, Pittsburgh, USA,
Cult Med Psychiatry. 2015 Jun;39(2):299-321. doi: 10.1007/s11013-015-9443-x.
Every summer, a group of role-playing gamers gathers in an American town. Dressed up as moon goddesses, mad scientists, and other fantastical characters, they act out elaborate, improvised narratives of transformation, destruction, and redemption. For several summers, this group, who I call the Journeyfolk, ran a camp for teenagers on the autism spectrum, engaging campers in therapeutic reconfigurations of self and social role. Through this folk healing practice, the meaning of autism was itself transformed; what had been a source of isolation became a source of commonality and community. This paper takes the camp as a case study for examining the co-productive relationship between culture and neurodiversity. Cognitive tendencies often found in autism are often thought to preclude socio-cultural participation. However, such tendencies can also facilitate the co-creation of innovative cultural spaces, through processes of affinity and affiliation. Drawing on ethnographic fieldwork at the camp, I identify three sites of congruity between the culture of the camp and the cognitive and phenomenological experiences associated with autism, at which this "work of culture" (Obeysekere in The Work of Culture: Symbolic Transformation in Psychoanalysis and Anthropology, University of Chicago Press, Chicago, 1990) took place: the structure of social interactions within roleplaying games, the narratives enacted within these games, and the interpersonal relationships within which the games were embedded.
每年夏天,一群角色扮演游戏玩家会聚集在美国的一个小镇上。他们装扮成月亮女神、疯狂科学家和其他奇幻角色,演绎精心编排、即兴创作的关于转变、毁灭和救赎的故事。有好几个夏天,这个我称之为“旅人”的团体为患有自闭症谱系障碍的青少年举办了一个营地活动,让营员参与自我和社会角色的治疗性重构。通过这种民间治疗实践,自闭症的意义本身发生了转变;曾经是孤立之源的东西变成了共性和社群的源泉。本文以这个营地为案例研究,来审视文化与神经多样性之间的共生关系。自闭症中常见的认知倾向通常被认为会妨碍社会文化参与。然而,通过亲和与归属的过程,这些倾向也能促进创新文化空间的共同创造。基于在营地的人种志田野调查,我确定了营地文化与自闭症相关的认知及现象学体验之间的三个契合点,即这种“文化工作”(奥贝耶塞克雷在《文化的工作:精神分析与人类学中的符号转变》,芝加哥大学出版社,芝加哥,1990年)发生的地方:角色扮演游戏中的社会互动结构、这些游戏中演绎的故事,以及游戏所嵌入的人际关系。