Autonomy, Heteronomy, and Representations of Illness in Digital Games

Görgen, Arno; Simond, Stefan H. (2020). Autonomy, Heteronomy, and Representations of Illness in Digital Games In: Games and Ethics. Theoretical and Empirical Approaches to Ethical Questions in Digital Game Cultures. Digitale Kultur und Kommunikation: Vol. 7 (pp. 239-256). Wiesbaden: Springer VS 10.1007/978-3-658-28175-5_15

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Starting from essential concepts of medical ethics, this article focuses on how constructions of somatic and mental illnesses in digital games tie in with ideas of autonomy and heteronomy. Distinguishing between disease, illness, and sickness, we argue that digital games negotiate autonomy/heteronomy on the level of narrative, esthetics, and gameplay structure. Three games then serve as analytical examples: Outlast (Red Barrels 2013), Depression Quest (The Quinnspiracy 2013) and Red Dead Redemption 2 (Rockstar Games 2018).

Item Type:

Book Section (Book Chapter)

Division/Institute:

Bern Academy of the Arts
Bern Academy of the Arts > Institute of Design Research
Bern Academy of the Arts > Institute of Design Research > Design and Rhetoric

Name:

Görgen, Arno0000-0001-9319-4497 and
Simond, Stefan H.

ISBN:

978-3-658-28174-8

Series:

Digitale Kultur und Kommunikation

Publisher:

Springer VS

Language:

English

Submitter:

Arno Görgen

Date Deposited:

29 Jun 2021 15:10

Last Modified:

29 Jun 2021 15:10

Publisher DOI:

10.1007/978-3-658-28175-5_15

Uncontrolled Keywords:

Bioethics; Computer game ethics; Game studies; Autonomy; Heteronomy; Theory of disease; Pathography

ARBOR DOI:

10.24451/arbor.14962

URI:

https://arbor.bfh.ch/id/eprint/14962

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