Familiar Strangers in the Shrouded Forest: Stigma, Representation and Alzheimer’s Disease in Always

IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY
Andrew Phillip Young
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引用次数: 0

Abstract

While literature and popular culture have sought to understand Alzheimer’s Disease (AD) in terms framed by the loss of social relationships and the strain caregivers face, this arrangement articulates AD as “being lost”, a fragmentation of temporal experience, or as irrationality punctuated by moments of self-awareness (which often operate to dehumanize those with AD). This analysis seeks, as Stefan Merrill Block puts it, to “stop looking for the lost person” in our encounter with AD. As a contemporary case study, the interactive experience Always functions as a critical intervention by not prizing moments of clarity as narrative catharsis (which literature and popular culture tend to do in the form of what is known as the “love miracle”). Instead, it serves as an important gesture toward destabilizing these practices and bridging the gap between the representation of AD and its realities. Rather than acting as a simulator of AD, Always is an abstract piece that, through design and game mechanics, opens a space for users to consider the implications of having their senses destabilized. As a result, this analysis considers how design addresses issues of social stigma, representation, storytelling and navigability.
笼罩森林中熟悉的陌生人:耻辱、表征和阿尔茨海默病
虽然文学和流行文化试图从社会关系的丧失和照顾者面临的压力的角度来理解阿尔茨海默病(AD),但这种安排将阿尔茨海默病表述为“迷失”,是一种短暂经历的碎片,或者是被自我意识时刻打断的非理性(这通常是为了使阿尔茨海默病患者失去人性)。正如斯蒂芬·梅里尔·布洛克(Stefan Merrill Block)所说,这种分析旨在让我们在遇到AD时“停止寻找失散的人”。作为一个当代案例研究,互动体验总是作为一种关键的干预,而不是作为叙事宣泄(文学和流行文化倾向于以所谓的“爱情奇迹”的形式)的清晰时刻发挥作用。相反,它是一个重要的姿态,旨在破坏这些做法的稳定,弥合AD的表现与现实之间的差距。比起模拟AD,《Always》是一个抽象的作品,通过设计和游戏机制,它为用户打开了一个空间,让他们考虑自己的感官不稳定的影响。因此,本分析考虑了设计如何解决社会耻辱、表现、故事讲述和可导航性等问题。
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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CiteScore
0.60
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