{"title":"Transcending a Black-Box Theory of Gaming and Medicine","authors":"Brandon Niezgoda","doi":"10.14361/9783839453285-017","DOIUrl":"https://doi.org/10.14361/9783839453285-017","url":null,"abstract":": This chapter explores the epidemiological framework of disease constructed in the 2010 Wii-console release Trauma Team (Atlus Games). By fabricating the antago nistic »Rosalia virus « as an ailment of insidious phases, volatile symptoms reminiscent of present-day outbreaks that perplexed contemporary practitioners, of molecular complexity and spread through such conspicuous and rudimentary ecological means as to make surreptitious, the game designers have provided a vivid allegory advocat ing for a modern paradigm of disease theory/epidemiology; one that transcends a web of causation. The ultimate result is a game that embodies and engages not only complex medical theory, but showcases the downfalls of provincialism regarding the gameplaying apparatus as a whole.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126848927","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Vulnerabilität und Verantwortung","authors":"K. Fürholzer","doi":"10.14361/9783839453285-005","DOIUrl":"https://doi.org/10.14361/9783839453285-005","url":null,"abstract":"","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126236002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Worum es sich zu spielen lohnt","authors":"Elsa Romfeld, Torben Quasdorf","doi":"10.14361/9783839453285-015","DOIUrl":"https://doi.org/10.14361/9783839453285-015","url":null,"abstract":"","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114946354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Zwischen Pathologisierung und Enhancement","authors":"A. Görgen","doi":"10.14361/9783839453285-003","DOIUrl":"https://doi.org/10.14361/9783839453285-003","url":null,"abstract":": The term »medicalization« describes a process in which non-medical prob lems are explained and solved in medical terms. This often happens through the defi nition of disease categories. Medicalization as a multifactorial process leads to the pathologization of certain phenomena, to an associated expansion of social control and, in the context of the economization of medicine, to increased social inequality. The expansion of medical competence can take place as a primary medicalization on an institutional and structural level, or as a secondary medicalization on an epistemo logical level. The latter encompasses the circulation of all medical knowledge in soci ety and (popular) culture. Digital games are also implemented into this medical structure of integration, on the one hand in the form of serious games as a medicalized technology and their use as therapeutic, diagnostic, educational or research tools. On the other hand, commercial games are secondarily medicalized, if they use medical semantics to plausibilize their narrative or game mechanics. Thirdly, games can critically question medicalization as a process and thus provide a normative commentary on problems of medicalization. The operationalization of the concept of medicalization for the analysis of digital games is carried out in the following steps: First, the concept of primary medicalization, its causes, characteristics and consequences are outlined. As a second step interfaces of media and cultural analysis regarding medicalization are identified in the context of the sociocultural circulation of medical knowledge (secondary medicalization). Third -ly, it will be shown to what extent one can speak of medicalization of digital games and which categories could form a meaningful analytical tool kit. Finally, by means of the games Red Dead Redemption 2 (Rockstar Studios 2018) and Spider-Man (Insomniac Games 2018), the elaborated aspects are applied in two brief qualitative analyses. Spezialdiskursen unterscheidenden rhetorischen Struktur der Darstellung von wissenschaftlichem und technologischem Wissen.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123600521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Psychiatrische Kliniken als totale Institutionen in digitalen Spielen","authors":"S. Simond","doi":"10.14361/9783839453285-007","DOIUrl":"https://doi.org/10.14361/9783839453285-007","url":null,"abstract":": Time and time again derelict psychiatric institutions and rogue inmates serve as settings and antagonists in cultural narratives, and digital games are no exception. The eeriness of exploring what Erving Goffman calls ›total institutions‹ and the tension of being confronted with the mentally ill orchestrate a persistent conflict between madness and reason. How this conflict is constructed on a narrative, aesthetic, and ludic level is the central focus of this article. The perspective applied leans heavily on discourse analysis to give a brief overview of contemporary ideas on mental illness and psychiatric institutions. Theoretically founded in Erving Goffman’s concept of total in -stitutions, Outlast (Red Barrels, 2013) and The Town of Light (LKA, 2016) are comparative ly interpreted, concluding in the assumption that the perspective of both titles, while differing considerably, construct mirroring glances on psychiatric institutions and the madness within","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124016691","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wunderpille Games!?","authors":"Martin Thiele-Schwez, A. Sauer","doi":"10.14361/9783839453285-018","DOIUrl":"https://doi.org/10.14361/9783839453285-018","url":null,"abstract":"Video games are fascinating. Therefore it is not surprising that their motivational potential has been discussed in various disciplines. (Serious) Games for Health are specifically designed for the health-care industry and aim to have a positive effect on users – either physical or psychological. For example, games are used to create incentives for more physical activity, they are used in medicine for therapy purposes, or they can evoke behavioral changes or make outsiders understand illnesses such as depression. However, a game per se does not make a person thin or fat, smart or stupid, healthy or ill. It is an interplay of mission goals, content, technology, and how contents are conveyed to achieve the goal. Knowing the tension between the fast-moving games industry and sluggish, restrictive health care, we show how we can make use of games in health care and how we can establish them (commercially). With that said, we see games as a medium with high potential but also with challenges and limits.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128999885","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Zu den Autoren","authors":"","doi":"10.14361/9783839453285-022","DOIUrl":"https://doi.org/10.14361/9783839453285-022","url":null,"abstract":"","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127809756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing Self-Care","authors":"Kara Stone","doi":"10.14361/9783839453285-020","DOIUrl":"https://doi.org/10.14361/9783839453285-020","url":null,"abstract":"Are games addicting, anxiety-provoking, and manipulative, or are they calming, connecting, and healing? This paper looks at the companion game app #SelfCare by studio TRU LUV and collaborator Eve Thomas alongside af fect theory on psychosocial disability (of ten referred to as mental illness). #SelfCare consists of mini-games navigated through a home screen of a person lying in bed under the covers who »refuses to leave bed today.« The mini-games are all uncompetitive, unscored, and untimed, such as breathing to the rhythm of an expanding flower, sorting laundry, and petting a cat. The website states that »In this universe, our goal is simply to feel better. There’s no winning, no failure, no score. No dif ficulty, no ads, no notifications. There is just us and our feelings.« Although the current self-care movement is trending toward forced positivity, neoliberalism, and aesthetics, the game #SelfCare incorporates what one might label negative or discouraging, such as refusing to get out of bed, not answering thousands of emails, and words like »disconnected.« I argue that #SelfCare maps onto Lauren Berlant’s idea of lateral agency, a sort of self-suspension away from the forward motion of life – not necessarily getting better but also not getting worse. It is not meant to cure psychosocial disability but to give those of us that experience it a moment of relief. In queer feminist af fect theory, feelings cannot so clearly be labeled as positive or negative; in fact, feeling ›good‹ can be a direction toward heteronormativity and ›bad‹ af fect can be a resource for political action. Thus, any game that aims to promote well-being is best served utilizing ›negative‹ feelings, not ignoring them. The negativity and depiction of depression in #SelfCare is a strong force in connecting the players to the character in the game as well as to the game world. Using affect theory and disability studies, I provide a conscientious evaluation of the ways technology is positioned both as savior and detrimental to psychosocial disability.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114739911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Hofmann, Manuela Pietraß, C. Eichenberg, J. Hofmann, Alexandros Karagkasidis, Cornelia Küsel, Axel Lehmann, Silja Meyer-Nieberg, Patrick Ruckdeschel
{"title":"Games for Health","authors":"M. Hofmann, Manuela Pietraß, C. Eichenberg, J. Hofmann, Alexandros Karagkasidis, Cornelia Küsel, Axel Lehmann, Silja Meyer-Nieberg, Patrick Ruckdeschel","doi":"10.14361/9783839453285-019","DOIUrl":"https://doi.org/10.14361/9783839453285-019","url":null,"abstract":"Serious Games are of ten employed in the health sector. Games for health, e.g., for diagnostic purpose, education, and training, are used to address tasks as diverse as rehabilitation, cancer awareness, and understanding of or coping with psychological disorders. One important area in which Serious Games play an important role is education, training, and learning, which is the focus of the present paper. A challenge in the development of Serious Games is the interdisciplinary nature of the project itself. Medical experts, social scientists, computer scientists, and artists need to work together from the early stages of the project on to the development of a game concept. Working with an interdisciplinary team presents advantages and challenges. Bringing together experts from various disciplines ensures using state-of-the-art techniques and of fers fresh perspectives. On the other hand, a common terminology and a usable workflow have to be established. This article focuses on the development and the lessons learned from the serious game SanTrain, which aims at the first responder training of the German Federal Armed Forces.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116540884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}