{"title":"Games for Health – Spiele der Biopolitik","authors":"Simon Ledder","doi":"10.14361/9783839453285-021","DOIUrl":"https://doi.org/10.14361/9783839453285-021","url":null,"abstract":"This article discusses the phenomenon of Games for Health from a perspective of biopolitical theory. Games for Health is an emerging type of digital game which has ›health‹ as its topic. This includes very dif ferent aspects, like playing while exercising, playing while learning theoretical knowledge about a healthy lifestyle, playing as a part of rehabilitative therapy, and playing while training to be a medical practitioner. While Games for Health are quite diverse, they share some features which can be analyzed more precisely with theories of biopolitics. In this article topics like disciplining, normalization, self-surveillance, immaterial labor, and the constitution of bio-citizens in relation to Games for Health are discussed.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"1 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":"130953221","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":"Politische Transferprozesse in digitalen Spielen","authors":"E. Pfister, A. Görgen","doi":"10.14361/9783839453285-004","DOIUrl":"https://doi.org/10.14361/9783839453285-004","url":null,"abstract":": In digital games, we learn. On the one hand, transfer processes in digital games are no longer doubted, at least in research. On the other hand, however, there is a lack of generally accessible and concrete research results. That is, we assume that there are transfer processes without knowing how they work. In this chapter, starting with a theoretical definition of knowledge, the authors try to trace theories from dif ferent disciplines of research (history, political science, communication science, and sociology), which seem plausible for transfer processes in digital games. In a history of the concept of knowledge transfer, they examine the theoretical models of »knowl edge transfer, « »cultivation,« »socialization,« and »collective identity « for their appli cability and validity with regard to the supposed transfer processes in digital games. A critical history of these terms enables the reader to learn from the results, mistakes and debates of other media (especially film and television). By simultaneously ac knowledging the special features of the medium of digital gameplay (interactivity, procedural character of the game etc.) it is the hope of the authors to support a better understanding of digital games as part of popular culture, in which knowledge is being communicated.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"29 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":"122499729","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":"Das Spiel mit der Psychose","authors":"H. Jansen","doi":"10.14361/9783839453285-012","DOIUrl":"https://doi.org/10.14361/9783839453285-012","url":null,"abstract":"","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"35 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":"122146051","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":"First Person Mental Illness","authors":"Bernhard Runzheimer","doi":"10.14361/9783839453285-008","DOIUrl":"https://doi.org/10.14361/9783839453285-008","url":null,"abstract":"This article examines the increasing ludic implementation of mental illnesses in digital games. It especially focuses on display techniques and the benefits and drawbacks of games that utilize a firstor third-person view to immerse the player into the mental illnesses of their protagonists. This sort of player involvement marks a new trend that can be observed in recent games and will play an important role in future game development. Instead of merely stigmatizing the mentally ill as evil antagonists, head-mounted virtual reality displays like the Oculus Rif t are able to simulate their perception and thus create a form of self-awareness for the player. Layers of Fear (2016) and Senua’s Sacrifice (2017) are used as case examples.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"39 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":"116495638","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":"The House and the Infected Body","authors":"Alan McGreevy, C. Fawcett, M. Ouellette","doi":"10.14361/9783839453285-013","DOIUrl":"https://doi.org/10.14361/9783839453285-013","url":null,"abstract":"Resident Evil 7, in articulating the threat of infectious mold, situates the illness with the feminine: Historical, cultural, and physiological connections between mold and women gives the game license to limit, objectify, and render the female characters monstrous. First-person immersion brings us into contact with the infection, as mold and Molded threaten the buildings of the Bakers, while mold growing in their brains threatens the Bakers themselves. Through the form of infection, the disease is invasively feminine, reflected in the Bakers and their homes.","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"33 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":"117300829","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":"Von Drachen und Zellmutationen","authors":"V. Platz","doi":"10.14361/9783839453285-014","DOIUrl":"https://doi.org/10.14361/9783839453285-014","url":null,"abstract":"","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":"124273891","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":"»Let peace be upon you«","authors":"Rudolf Inderst, Sabine Schollas","doi":"10.14361/9783839453285-011","DOIUrl":"https://doi.org/10.14361/9783839453285-011","url":null,"abstract":"","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"8 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":"125304581","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":"Digitale Spiele für die Medical Humanities","authors":"H. Fangerau","doi":"10.14361/9783839453285-001","DOIUrl":"https://doi.org/10.14361/9783839453285-001","url":null,"abstract":"Medizin und Krankheit sind seit den Anfängen der Literatur beliebte Topoi im kulturellen Schaffen: Zum einen bieten Patient_innen und Ärzt_innen in ihrer (Nicht-)Interaktion oft unterhaltsame Paare oder Gruppen. Zum anderen dient dargestelltes Leiden selbst als symbolische Repräsentation unerwünschter Empfindungen oder Zustände, die aus Schuld, Schicksal, Zufall, Gotteswille, Konstitution etc. Menschen beeinträchtigen. Als solches soll seine Darstellung unter anderem lehrreich, packend, kurzweilig, anregend, sinnstiftend oder alles zusammen sein. Medizin als Bezugspunkt kulturellen Schaffens ist aber viel breiter als nur diese beiden Betrachtungswinkel von außen auf Patientinnen, Patienten, Ärztinnen und Ärzte. Da der Begriff der Medizin so unbestimmt ist, dass er auch ganze Gesundheitssysteme, Medikamente, Technik, Handlungen, Wissen, Haltungen und Praktiken umfasst, bietet die Medizin noch viel mehr Anknüpfungspunkte für kulturelles Schaffen. Nicht zuletzt ist sie ja selbst eine Form von Kultur sowohl im ergologischen Sinn, der das menschliche Wirken auf die Natur bezeichnet, als auch im interpretativen Sinn, der die symbolischen Produktionen und die jeweilige Interpretation ihrer Bedeutung in den Mittelpunkt rückt.1 Es verwundert also nicht, dass nach der sogenannten Hochkultur auch die Popkultur die Medizin aufgegriffen und das jeweilige Verständnis von ihr mitgeprägt hat.2 Thomas Mann steht heute gleichberechtigt neben Comics und Graphic Novels, Chopins und Schumanns Musik wird ebenso in Relation zur Medizin gesetzt wie die der Rolling Stones. Etwas im Schatten der Analyse der Verbindung von Medizin und Kulturproduktion stand bis vor Kurzem das digitale Spiel. Als sogenannte »Serious Games« sind digitale Spiele zwar schon seit Längerem Gegenstand der Medizin selbst, z.B. im therapeutischen Einsatz. Me-","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"1 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":"132000415","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}