健康设计:电子游戏中医学叙事的演变

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Alejandro Díez-Vidal , Pablo González-Egido , Fernando Domínguez-Estévez , Miguel Cordero-Álvarez , José Luis Barroso-Cerro , Jesús Criado-Encinas , Sergio Carrasco-Molina , Carlos Arroyo-Acosta
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引用次数: 0

摘要

本文探讨了电子游戏中健康和医学的演变,追踪了这些主题是如何从抽象的游戏机制发展到涉及健康的生理、心理和社会维度的复杂系统的。通过对1960年至2024年间发行的60多款游戏的主题分析,该研究探讨了游戏如何模拟身体和心理状况,模拟医疗保健系统,并赋予治疗、诊断和恢复意义。这些表现不仅塑造了玩家的代理和风险体验,还反映和挑战了关于健康和医疗权威的主流文化叙事。游戏远非中立的娱乐,而是作为互动文本,通过设计、故事和玩法构建和协商健康理念。这篇文章认为,电子游戏是一种投机空间,在这里,健康被具体化、管理和重新想象,提供了教育潜力和意识形态影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Designing health: the evolution of medical narratives in video games

Designing health: the evolution of medical narratives in video games
This article explores the evolving representation of health and medicine in video games, tracing how these themes have developed from abstract gameplay mechanics to complex systems that engage with physiological, psychological, and social dimensions of health. Drawing on a thematic analysis of over sixty games released between 1960 and 2024, the study explores how games model physical and psychological conditions, simulate healthcare systems, and assign meaning to healing, diagnosis, and recovery. These representations not only shape player experiences of agency and risk, but also reflect and contest dominant cultural narratives about health and medical authority. Far from being neutral entertainment, games function as interactive texts that construct and negotiate ideas of health through design, storytelling, and play. The article argues that video games serve as speculative spaces where health is embodied, managed, and reimagined, offering both pedagogical potential and ideological influence.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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