例行公事和强化

A. Görgen
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引用次数: 0

摘要

"医疗化"一词描述了用医学术语解释和解决非医学问题的过程。这通常是通过疾病类别的定义来实现的。医疗化是一个多因素的过程,导致某些现象的病态化,导致社会控制的相关扩张,并且在医疗经济的背景下,增加了社会不平等。医疗能力的扩展可以作为制度和结构层面上的初级医疗化,也可以作为认识论逻辑层面上的次级医疗化。后者包括所有医学知识在社会和(大众)文化中的流通。数字游戏也被执行到这种整合的医疗结构中,一方面以严肃游戏的形式作为医疗技术,并将其用作治疗、诊断、教育或研究工具。另一方面,如果商业游戏使用医学语义来合理化其叙述或游戏机制,那么它们便是次医学化的。第三,游戏可以批判性地质疑作为一个过程的医疗化,从而提供对医疗化问题的规范性评论。将医疗化概念应用于数字游戏分析的操作步骤如下:首先,概述初级医疗化的概念、原因、特征和后果。作为第二步,在医学知识的社会文化循环(二次医疗化)的背景下,确定了关于医疗化的媒体和文化分析的接口。第三,我们将展示数字游戏的医疗化程度,以及哪些类别可以构成有意义的分析工具包。最后,以《荒野大镖客:救赎2》(Rockstar Studios 2018)和《蜘蛛侠》(Insomniac games 2018)这两款游戏为例,对所阐述的内容进行了简短的定性分析。科学与技术:科学与技术:科学与技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Zwischen Pathologisierung und Enhancement
: 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.
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