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Autonomy, Heteronomy, and Representations of Illness in Digital Games

URI
https://arbor.bfh.ch/handle/arbor/41829
Version
Published
Date Issued
2020
Author(s)
Görgen, Arno  
Simond, Stefan H.
Type
Book Chapter
Language
English
Subjects

Bioethics

Computer game ethics

Game studies

Autonomy

Heteronomy

Theory of disease

Pathography

Abstract
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).
ISBN
978-3-658-28174-8
DOI
10.24451/arbor.14962
https://doi.org/10.24451/arbor.14962
Publisher DOI
10.1007/978-3-658-28175-5_15
Series/Report No.
Digitale Kultur und Kommunikation
Organization
Hochschule der Künste Bern  
Institute of Design Research  
Design and Rhetoric  
Volume
7
Publisher
Springer VS
Submitter
GörgenA
Citation apa
Görgen, A., & Simond, S. H. (2020). Autonomy, Heteronomy, and Representations of Illness in Digital Games (Vol. 7). Springer VS. https://doi.org/10.24451/arbor.14962
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