Autonomy, Heteronomy, and Representations of Illness in Digital Games
Version
Published
Date Issued
2020
Author(s)
Simond, Stefan H.
Type
Book Chapter
Language
English
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).
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
Publisher DOI
Series/Report No.
Digitale Kultur und Kommunikation
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
File(s)![Thumbnail Image]()
Loading...
restricted
Name
Görgen u Simond 2020 - Autonomy, Heteronomy and Representations of Illness in DIgital Games.pdf
License
Publisher
Version
published
Size
316.14 KB
Format
Adobe PDF
Checksum (MD5)
8110e42b85e9ec9e5b54d05d0038074e
