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  4. When Mad Science Found its Way in Digital Games: On the Ludification of a Cultural Myth
 

When Mad Science Found its Way in Digital Games: On the Ludification of a Cultural Myth

URI
https://arbor.bfh.ch/handle/arbor/47074
Version
Published
Date Issued
2023-10-02
Author(s)
Pfister, Eugen  
Editor(s)
Friedmann, Joachim
Type
Book Chapter
Language
English
Abstract
As part of popular culture, digital games are always a media of collective identity construction. Thus, politically, socially and culturally relevant issues are also communicated, constructed and discussed here. This also includes the question of the freedoms and limits of science. A historical analysis of the figure of the Mad Scientist in digital games thus allows us insight into its changing history of ideas, specifically the history of discourse on science.
Subjects
D History General and Old World
QA75 Electronic computers. Computer science
DOI
https://doi.org/10.24451/arbor.13332
Publisher DOI
10.14361/9783839464861-004
Journal or Serie
Studies of Digital Media Culture
Publisher URL
https://www.transcript-open.de/isbn/6486
Organization
Hochschule der Künste Bern  
Volume
17
Publisher
Transcript
Submitter
Pfister, Eugen
Citation apa
Pfister, E. (2023). When Mad Science Found its Way in Digital Games: On the Ludification of a Cultural Myth. In J. Friedmann (Ed.), Studies of Digital Media Culture (Vol. 17, pp. 95–118). Transcript. https://doi.org/10.24451/arbor.13332
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