Doing Illness

Christian Lenemark
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引用次数: 1

Abstract

Through three case studies, the article explores how digital media have been used in recent years to depict and comprehend experiences of cancer. It first investigates the illness blog, specifically Swedish journalist and musician Kristian Gidlund’s immensely popular blog In My Body, in which he, from 2011 to 2013, shared the narrative of his struggle with an aggressive, incurable, and ultimately deadly stomach cancer. It continues by discussing Italian engineer, artist, and hacker Salvatore Iaconesi’s digital open-source project La Cura – The Cure (2012), which has great relevance from both the digital and the medical humanities perspectives in the way Iaconesi uses his personal narrative of brain cancer to encourage people to join his struggle to find a cure. Finally, it analyzes the American couple Ryan and Amy Green’s videogame That Dragon, Cancer (2016). A game differing significantly from video and computer games in general and from other games taking cancer as their subject by letting the player enter the role of caregiver to a small child dying of cancer. Expanding on Lisa Diedrich’s theoretical concept of “doing illness”, the article emphasizes the performative dimension of narrating illness in digital media, considering how these authors and creators negotiate with narrative, cultural, and medial scripts when portraying their cancer experiences. It highlights the interactive and participatory dimension of doing illness in digital media, by exploring how the blog, open-source project, and videogame both invite and limit the audience’s opportunities to interact and participate with the illness narrative conveyed.
做的疾病
通过三个案例研究,本文探讨了近年来数字媒体如何被用来描述和理解癌症的经历。它首先调查了疾病博客,特别是瑞典记者兼音乐家克里斯蒂安·吉伦德(Kristian Gidlund)非常受欢迎的博客In My Body,从2011年到2013年,他在博客中分享了他与一种侵略性的、无法治愈的、最终致命的胃癌作斗争的故事。接下来讨论意大利工程师、艺术家和黑客Salvatore Iaconesi的数字开源项目La Cura - The Cure (2012), Iaconesi用自己的脑癌故事鼓励人们加入他寻找治疗方法的斗争,从数字和医学人文的角度来看,这个项目都有很大的相关性。最后,本文分析了美国夫妇瑞恩和艾米·格林的电子游戏《巨龙:癌症》(2016)。这款游戏与一般的电子游戏和电脑游戏以及其他以癌症为主题的游戏有很大的不同,它让玩家扮演一个照顾死于癌症的小孩的角色。在Lisa Diedrich的“做病”理论概念的基础上,本文强调了在数字媒体中叙述疾病的表现维度,考虑了这些作者和创作者在描绘他们的癌症经历时如何与叙事、文化和医疗剧本进行协商。它通过探索博客、开源项目和电子游戏如何邀请和限制观众与所传达的疾病叙事互动和参与的机会,突出了在数字媒体中传播疾病的互动和参与维度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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