Traumi videoludici: la ricerca della stabilità emotiva in "Hellblade: Senua's Sacrifice" e "The Town of Light" = Trauma in video games: Searching for emotional stability in "Hellblade: Senua's Sacrifice" and "The Town of Light"

IF 0.2 Q4 COMMUNICATION
Matteo Genovesi
{"title":"Traumi videoludici: la ricerca della stabilità emotiva in \"Hellblade: Senua's Sacrifice\" e \"The Town of Light\" = Trauma in video games: Searching for emotional stability in \"Hellblade: Senua's Sacrifice\" and \"The Town of Light\"","authors":"Matteo Genovesi","doi":"10.1285/I22840753N17P295","DOIUrl":null,"url":null,"abstract":"This paper adopts a multidisciplinary perspective involving cognitive psychology and game studies for the analysis of the representation of a specific emotional condition, post-traumatic psychosis, in the video games \"Hellblade: Senua's Sacrifice\" (Ninja Theory 2017) and \"The Town of Light\" (LKA 2016). \"Hellblade: Senua's Sacrifice\" was developed under the supervision of Paul Fletcher, a neuroscientist. It is a third-person adventure video game that recalls Norse mythology and focuses on the psychosis of the protagonist Senua, who is constantly struck by visual and auditory hallucinations while making her way up a path to the top of a mountain to resurrect her beloved boyfriend. \"The Town of Light\" was developed in Italy after years of research at the former Volterra asylum. In this first-person exploratory thriller, players control Renee, a woman who tries to shed light on her traumatic past by returning, as an adult, to the asylum where she had been locked up as a young girl. Despite the ludic differences between the two cases under examination, similar narrative paths and strategies are employed to represent post-traumatic psychosis and deal with the theme of trauma in video games, such as seeing the protagonists face their deepest fears to reach a stable emotional condition","PeriodicalId":40441,"journal":{"name":"H-ermes-Journal of Communication","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2020-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"H-ermes-Journal of Communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1285/I22840753N17P295","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

Abstract

This paper adopts a multidisciplinary perspective involving cognitive psychology and game studies for the analysis of the representation of a specific emotional condition, post-traumatic psychosis, in the video games "Hellblade: Senua's Sacrifice" (Ninja Theory 2017) and "The Town of Light" (LKA 2016). "Hellblade: Senua's Sacrifice" was developed under the supervision of Paul Fletcher, a neuroscientist. It is a third-person adventure video game that recalls Norse mythology and focuses on the psychosis of the protagonist Senua, who is constantly struck by visual and auditory hallucinations while making her way up a path to the top of a mountain to resurrect her beloved boyfriend. "The Town of Light" was developed in Italy after years of research at the former Volterra asylum. In this first-person exploratory thriller, players control Renee, a woman who tries to shed light on her traumatic past by returning, as an adult, to the asylum where she had been locked up as a young girl. Despite the ludic differences between the two cases under examination, similar narrative paths and strategies are employed to represent post-traumatic psychosis and deal with the theme of trauma in video games, such as seeing the protagonists face their deepest fears to reach a stable emotional condition
Traumi videoludici:la ricerca della stabilitàemotiva in“地狱之刃:塞努阿的牺牲”e“光之城”=电子游戏中的创伤:在“地狱之刀:塞努亚的牺牲”和“光之镇”中寻找情绪稳定
本文采用认知心理学和游戏研究的多学科视角,分析了电子游戏《地狱之刃:塞努阿的牺牲》(Ninja Theory 2017)和《光明之城》(LKA 2016)中一种特定情绪状态——创伤后精神病的表现。“地狱之刃:塞努阿的牺牲”是在神经科学家保罗·弗莱彻的监督下开发的。这是一款第三人称冒险电子游戏,让人想起了挪威神话,重点讲述了主人公塞努阿的精神病。塞努阿在爬上一条通往山顶的小路,复活她心爱的男朋友时,不断地被幻视和幻听所打动。“光明之城”是在意大利经过多年的研究后在前沃尔泰拉庇护中心开发的。在这部第一人称探索惊悚片中,玩家控制着蕾妮,一个成年后回到小时候被关在那里的收容所,试图揭示自己创伤的过去的女人。尽管这两个案例之间存在着巨大的差异,但在视频游戏中,类似的叙事路径和策略被用来表现创伤后精神病,并处理创伤主题,比如看到主人公面对他们最深的恐惧,以达到稳定的情绪状态
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
审稿时长
9 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信