印前生病

Christian Lenemark
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引用次数: 0

摘要

通过三个案例研究,本文探讨了近年来数字媒体如何被用来描述和理解癌症的经历。它首先调查了疾病博客,特别是瑞典记者兼音乐家克里斯蒂安·吉伦德非常受欢迎的博客“我的身体”,他在2011年至2013年期间分享了他与一种侵略性的、无法治愈的、最终致命的胃癌作斗争的故事。它继续讨论意大利工程师、艺术家和黑客塞尔瓦托·艾柯内西的数字开源项目la Cura-TheCure(2012),该项目从数字人文和医学人文的角度来看都有很大的相关性,艾柯内西用他对脑癌的个人叙述来鼓励人们加入他寻找治疗方法的斗争。最后,它分析了美国夫妇eryanand amygreen的电子游戏《巨龙巨蟹》(2016)。这款游戏与一般的视频和电脑游戏以及其他以癌症为主题的游戏有很大的不同,它让玩家扮演一个照顾死于癌症的小孩的角色。在丽莎·迪德里希(lisa Diedrich)的“做病”理论概念的基础上,本文强调了在数字媒体中叙述疾病的表演维度,考虑了作者和创作者在描绘他们的癌症经历时如何与叙事、文化和媒体剧本进行协商。通过探索博客、开源项目和视频游戏如何邀请和限制观众互动和参与疾病叙述的机会,强调了在数字媒体中进行疾病研究的互动和参与性维度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prepress Doing Illness
Through three case studies, thearticleexploreshow digital media have been used in recentyears to depict and comprehend experiences of cancer.Itfirstinvestigatesthe illness blog,specificallySwedish journalist and musician Kristian Gidlund’s immensely popular blogInMy Body, in which he,from 2011 to2013,shared the narrativeofhis struggle with anaggressive,incurable,andultimatelydeadly stomach cancer. ItcontinuesbydiscussingItalianengineer, artist, and hackerSalvatore Iaconesi’sdigital open-source projectLa Cura–TheCure(2012),whichhasgreat relevancefromboththedigital andthemedical humanitiesperspectivesin the way Iaconesi useshispersonal narrative ofbraincancerto encouragepeople tojoinhis struggletofind a cure.Finally,it analyzesthe American coupleRyanandAmyGreen’svideogameThat Dragon, Cancer(2016).Agamedifferingsignificantlyfromvideo and computer games in general andfrom othergames taking cancer as their subjectbyletting the player enter the role of caregiver to a small child dyingofcancer.Expanding onLisa Diedrich’s theoretical concept of “doing illness”, thearticleemphasizes theperformativedimension ofnarratingillnessin digital media, consideringhowtheseauthorsandcreatorsnegotiatewith narrative, cultural,and medialscripts when portrayingtheircancerexperiences.Ithighlights the interactive and participatory dimension of doing illnessin digitalmedia, by exploring howthe blog,open-source project, and videogamebothinviteand limittheaudience’s opportunitiesto interact and participatewith the illness narrativeconveyed.
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