Pixelated madness: the construction of mental illnesses and psychiatric institutions in video games
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1. Verfasser: | |
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Format: | Abschlussarbeit Buch |
Sprache: | English |
Veröffentlicht: |
Glückstadt
vwh, Verlag Werner Hülsbusch, Fachverlag für Medientechnik und -wirtschaft
[2023]
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Schriftenreihe: | Game studies
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Als Manuskript gedruckt |
Beschreibung: | 396 Seiten Illustrationen |
ISBN: | 9783864881947 |
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Table of Contents i Introduction 9 li Research Questions n 1.2 Structure 15 1.3 Formal Remarks 18 2 Theory 21 2.1 Madness as Mental Illness in Psychiatrie Discourse 24 2.1.1 Nosological Classifications 2.1.2 Médicalisation 2.1.3 Models of Mental Illness 2.1.3.i Supernatural 2.1.3.2 Somatogenic 2.1.3.3 Psychogenic 2.1.4 Integrative Approaches 2.i.4.1 Disease, Illness, Sickness 2.1.4.2 The Biopsychosocial Model 2.1.5 Conclusive Remarks on Psychiatric Discourse 27 32 33 34 36 42 47 47 51 53 2.2 55 Madness as a Social and Political Phenomenon 2.2 . t Social-Psychiatric Reform, Anti-Psychiatry, and Mad Studies 2.2.2 Michel Foucault: Madness and Civilization 2.2.2.1 Reason, Unreason, and Madness 2.2.2.2 The Great Confinement 2.2.2.3 Criticism and Relevance 2.2.3 Erving Goffman: Total Institutions 2.2.3.i Central Attributes of Total Institutions 2.2.3.2 Disculturation 2.2.3.3 ТЋе Privilege System 2.2.3.4 Criticism and Relevance 2.2.4 Stigma 2.2.4.1 The Stigma of Mental Illness 2.2.4.2 The Stigma of Psychiatry 2.2.4.3 Anti-Stigma Endeavours 2.2.5 Conclusive Thoughts 2.3 Madness in Media and Culture 2.3.1 Meta Studies 2.3.2 Audiovisual Media 2.3.2.i Mentally 111 People in Films and on Television 58 62 63 66 69 72 73 76 79 80 82 84 87 90 92 94 96 98 98
6 Table of Contents շ.3.2.շ 2·3·3 Psychiatric Institutions and Professionals in Films and on Television 104 Video Games 108 2.3.3.1 Quantitative Studies 2.3.3.2 Qualitative Studies III 2.3.3.3 Own Contributions 120 108 121 2-3-4 Looking Beyond Anti-Stigma Discourse 3 Methodology 125 3-і Close Playing 126 Dimensions of Play 128 3-1.2 Pragmatic Complications 130 З·2 Wide Playing 135 3-3 Towards a Typology of Pixelated Madness 138 3-4 Applied Methodology in Short 142 4 Typology 145 4і Quantification Ц5 4.2 Objectification 148 4-3 Subjectification 151 4-4 Externalisation 155 4-4-1 Somatic Externalisation ¡56 4·4·2 Spatial Externalisation 158 4-4-3 Actional Externalisation 160 4-5 Transdiegetic Disruption 162 5 Analyses 167 5-і Outlast (Red Barrels 2013) 169 Sii Overview 171 5-і-2 Mount Massive Asylum 173 176 5-1-3 Miles Upshur 5·ΐ·3·ΐ Vulnerability 5-1-4 5-1-5 177 Patients and Enemies 179 183 5.1.4.1 Variants 183 5.1.4.2 5.1.4.3 Chris Walker Richard Trager 185 190 5.1.4.4 Dr. Rudolf Gustav Wernicke 5·։.3-2 Camcorder Conclusion 193 197
Table of Contents 7 5.2 The Town of Light (LKA 2016) 199 5-2·’ 5-2-2 5-2-3 5-2-4 Overview Historical Context of the Ospedale Psichiatrico Imminence of the Real Spatial Exploration as Self-Inquiry 5.2.4.1 Modes of Interaction 5.2.4.2 The Metaphorical Light 5.2.4.3 Who is the Avatar? Total Institution 5.2.5.1 Admission 5.2.5.2 Sexual Violence 5.2.5.3 Pregnancy Internal Conflict 5.2.5.4 Amara Invasive Therapy 5.2.6.i Electroshock Therapy 5.2.6.2 Transorbital Lobotomy Conclusion 201 202 5-2-5 5.2.6 5-2-8 203 208 209 212 215 2'7 218 224 230 234 240 24' 245 250 53 Excursus: Sanity Meter 251 5·4 Depression Quest (The Quinnspiracy 2013) 258 5֊4֊ւ 5-4-2 5-4-3 5-4-4 5-4-5 54-6 Overview Narrative Means of Subjectí fication Limited Agency Status Bars Therapy Anti-Depressants Excursus: The Contested Significance ofCarc 262 263 5-5 Fran Bow (Killmonday Games 2015) 276 5-5-ī 5-5-2 Overview Oswald Asylum for Traumatised Children 5.5.2.i Patient Charts 5.5.2.2 A Different Kind of Lobotomy 5.5.2.3 A Conflict in Psychiatric Discourse 5-5.2-4 Further staff Beyond the Asylum 5.5.3л Screaming Out 5.5.3.2 Everything through the Eyes of Fran 5.5.3.3 Departure from Medical Epistemology Red Milk and Trees 5.5.4.1 Bloody Eyes 5-5-4.2 Mutilated Bodies 5.5.4.3 Tree Transformation Demonic Haunting Real Realities 278 5-5-3 5-5-4 5-5-5 5-5-6 265 268 270 273 283 284 286 289 295 297 298 299 ЗОЇ 304 304 306 306 308 3 2
8 Table of Contents 3^ 320 5.5.7 5.5.8 Duotine Conclusion 5.6 Hellblade: Semia 's Sacrifice (Ninja Theory 2017) 321 5.6.1 5.6.2 5.6.3 5.6.4 5.6.5 5.6.6 5.6.7 5.6.8 5.6.9 Overview Research and Authenticity Radical Subjectification Voice Hearing Dark Rot Curse vs Gift Personal and Societal Trauma The End of Hela Conclusion 322 326 330 334 338 340 344 347 353 6 Conclusion 355 6.1 Summary 355 6.2 A Typology of Madnessin Video Games 358 6.3 Critical Reflection 364 Works Cited 369 Referenced Games 393 Other Referenced Media 395 Films and TV Shows Paintings Music 395 396 Յ96 List of Figures and Tables 397
The relationship between madness and video games has been notoriously tense. In an abundance of titles, stereotypes and stigmati sations can be found-not only regarding the mentally ill, but also psychiatry as a discipline. Sequences of electroshock therapy come to mind, mutated patients, and homicidal maniacs. But where do we go from here? And what lies beyond the criticism of how mental illnesses are portrayed in video games? In this dissertation, game studies scholar Stefan Heinrich Simond focuses on a small selection of contemporary video games to present detailed qualitative analyses and ultimately develop a typology of madness in video games that can serve as an instructive basis for further study. The primary goal is thereby not to criticise or evaluate but to describe, understand, and disambiguate. From common tropes such as the horror asylum and the animalised inmate to the sanity meter and subversive means of sub jectification, a broad angle on madness in video games is presented. Aside from the concrete analyses, this disser tation also presents a constructivist under standing of madness. Instead of comparing video game characters to diagnostic manuals or therapeutic means to their actual applica tion, video games are taken for what they are: creative expressions that aim to inspire and entertain. Madness in video games is then not considered a mirror to mental illnesses in real life, but a construction in its own right. Based on the presented observations, a new angle on the status of madness in the media might be well warranted. |
adam_txt |
Table of Contents i Introduction 9 li Research Questions n 1.2 Structure 15 1.3 Formal Remarks 18 2 Theory 21 2.1 Madness as Mental Illness in Psychiatrie Discourse 24 2.1.1 Nosological Classifications 2.1.2 Médicalisation 2.1.3 Models of Mental Illness 2.1.3.i Supernatural 2.1.3.2 Somatogenic 2.1.3.3 Psychogenic 2.1.4 Integrative Approaches 2.i.4.1 Disease, Illness, Sickness 2.1.4.2 The Biopsychosocial Model 2.1.5 Conclusive Remarks on Psychiatric Discourse 27 32 33 34 36 42 47 47 51 53 2.2 55 Madness as a Social and Political Phenomenon 2.2 . t Social-Psychiatric Reform, Anti-Psychiatry, and Mad Studies 2.2.2 Michel Foucault: Madness and Civilization 2.2.2.1 Reason, Unreason, and Madness 2.2.2.2 The Great Confinement 2.2.2.3 Criticism and Relevance 2.2.3 Erving Goffman: Total Institutions 2.2.3.i Central Attributes of Total Institutions 2.2.3.2 Disculturation 2.2.3.3 ТЋе Privilege System 2.2.3.4 Criticism and Relevance 2.2.4 Stigma 2.2.4.1 The Stigma of Mental Illness 2.2.4.2 The Stigma of Psychiatry 2.2.4.3 Anti-Stigma Endeavours 2.2.5 Conclusive Thoughts 2.3 Madness in Media and Culture 2.3.1 Meta Studies 2.3.2 Audiovisual Media 2.3.2.i Mentally 111 People in Films and on Television 58 62 63 66 69 72 73 76 79 80 82 84 87 90 92 94 96 98 98
6 Table of Contents շ.3.2.շ 2·3·3 Psychiatric Institutions and Professionals in Films and on Television 104 Video Games 108 2.3.3.1 Quantitative Studies 2.3.3.2 Qualitative Studies III 2.3.3.3 Own Contributions 120 108 121 2-3-4 Looking Beyond Anti-Stigma Discourse 3 Methodology 125 3-і Close Playing 126 Dimensions of Play 128 3-1.2 Pragmatic Complications 130 З·2 Wide Playing 135 3-3 Towards a Typology of Pixelated Madness 138 3-4 Applied Methodology in Short 142 4 Typology 145 4і Quantification Ц5 4.2 Objectification 148 4-3 Subjectification 151 4-4 Externalisation 155 4-4-1 Somatic Externalisation ¡56 4·4·2 Spatial Externalisation 158 4-4-3 Actional Externalisation 160 4-5 Transdiegetic Disruption 162 5 Analyses 167 5-і Outlast (Red Barrels 2013) 169 Sii Overview 171 5-і-2 Mount Massive Asylum 173 176 5-1-3 Miles Upshur 5·ΐ·3·ΐ Vulnerability 5-1-4 5-1-5 177 Patients and Enemies 179 183 5.1.4.1 Variants 183 5.1.4.2 5.1.4.3 Chris Walker Richard Trager 185 190 5.1.4.4 Dr. Rudolf Gustav Wernicke 5·։.3-2 Camcorder Conclusion 193 197
Table of Contents 7 5.2 The Town of Light (LKA 2016) 199 5-2·’ 5-2-2 5-2-3 5-2-4 Overview Historical Context of the Ospedale Psichiatrico Imminence of the Real Spatial Exploration as Self-Inquiry 5.2.4.1 Modes of Interaction 5.2.4.2 The Metaphorical Light 5.2.4.3 Who is the Avatar? Total Institution 5.2.5.1 Admission 5.2.5.2 Sexual Violence 5.2.5.3 Pregnancy Internal Conflict 5.2.5.4 Amara Invasive Therapy 5.2.6.i Electroshock Therapy 5.2.6.2 Transorbital Lobotomy Conclusion 201 202 5-2-5 5.2.6 5-2-8 203 208 209 212 215 2'7 218 224 230 234 240 24' 245 250 53 Excursus: Sanity Meter 251 5·4 Depression Quest (The Quinnspiracy 2013) 258 5֊4֊ւ 5-4-2 5-4-3 5-4-4 5-4-5 54-6 Overview Narrative Means of Subjectí fication Limited Agency Status Bars Therapy Anti-Depressants Excursus: The Contested Significance ofCarc 262 263 5-5 Fran Bow (Killmonday Games 2015) 276 5-5-ī 5-5-2 Overview Oswald Asylum for Traumatised Children 5.5.2.i Patient Charts 5.5.2.2 A Different Kind of Lobotomy 5.5.2.3 A Conflict in Psychiatric Discourse 5-5.2-4 Further staff Beyond the Asylum 5.5.3л Screaming Out 5.5.3.2 Everything through the Eyes of Fran 5.5.3.3 Departure from Medical Epistemology Red Milk and Trees 5.5.4.1 Bloody Eyes 5-5-4.2 Mutilated Bodies 5.5.4.3 Tree Transformation Demonic Haunting Real Realities 278 5-5-3 5-5-4 5-5-5 5-5-6 265 268 270 273 283 284 286 289 295 297 298 299 ЗОЇ 304 304 306 306 308 3 2
8 Table of Contents 3^ 320 5.5.7 5.5.8 Duotine Conclusion 5.6 Hellblade: Semia 's Sacrifice (Ninja Theory 2017) 321 5.6.1 5.6.2 5.6.3 5.6.4 5.6.5 5.6.6 5.6.7 5.6.8 5.6.9 Overview Research and Authenticity Radical Subjectification Voice Hearing Dark Rot Curse vs Gift Personal and Societal Trauma The End of Hela Conclusion 322 326 330 334 338 340 344 347 353 6 Conclusion 355 6.1 Summary 355 6.2 A Typology of Madnessin Video Games 358 6.3 Critical Reflection 364 Works Cited 369 Referenced Games 393 Other Referenced Media 395 Films and TV Shows Paintings Music 395 396 Յ96 List of Figures and Tables 397
The relationship between madness and video games has been notoriously tense. In an abundance of titles, stereotypes and stigmati sations can be found-not only regarding the mentally ill, but also psychiatry as a discipline. Sequences of electroshock therapy come to mind, mutated patients, and homicidal maniacs. But where do we go from here? And what lies beyond the criticism of how mental illnesses are portrayed in video games? In this dissertation, game studies scholar Stefan Heinrich Simond focuses on a small selection of contemporary video games to present detailed qualitative analyses and ultimately develop a typology of madness in video games that can serve as an instructive basis for further study. The primary goal is thereby not to criticise or evaluate but to describe, understand, and disambiguate. From common tropes such as the horror asylum and the animalised inmate to the sanity meter and subversive means of sub jectification, a broad angle on madness in video games is presented. Aside from the concrete analyses, this disser tation also presents a constructivist under standing of madness. Instead of comparing video game characters to diagnostic manuals or therapeutic means to their actual applica tion, video games are taken for what they are: creative expressions that aim to inspire and entertain. Madness in video games is then not considered a mirror to mental illnesses in real life, but a construction in its own right. Based on the presented observations, a new angle on the status of madness in the media might be well warranted. |
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spelling | Simond, Stefan Heinrich 1988- Verfasser (DE-588)1217679219 aut Pixelated madness the construction of mental illnesses and psychiatric institutions in video games Stefan Heinrich Simond Glückstadt vwh, Verlag Werner Hülsbusch, Fachverlag für Medientechnik und -wirtschaft [2023] 396 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Game studies Als Manuskript gedruckt Dissertation Philipps-Universität Marburg 2023 Psychische Störung Motiv (DE-588)4450869-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Psychiatrie Motiv (DE-588)4635011-1 gnd rswk-swf (DE-588)4113937-9 Hochschulschrift gnd-content Computerspiel (DE-588)4010457-6 s Psychische Störung Motiv (DE-588)4450869-4 s Psychiatrie Motiv (DE-588)4635011-1 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034584631&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034584631&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Simond, Stefan Heinrich 1988- Pixelated madness the construction of mental illnesses and psychiatric institutions in video games Psychische Störung Motiv (DE-588)4450869-4 gnd Computerspiel (DE-588)4010457-6 gnd Psychiatrie Motiv (DE-588)4635011-1 gnd |
subject_GND | (DE-588)4450869-4 (DE-588)4010457-6 (DE-588)4635011-1 (DE-588)4113937-9 |
title | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games |
title_auth | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games |
title_exact_search | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games |
title_exact_search_txtP | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games |
title_full | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games Stefan Heinrich Simond |
title_fullStr | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games Stefan Heinrich Simond |
title_full_unstemmed | Pixelated madness the construction of mental illnesses and psychiatric institutions in video games Stefan Heinrich Simond |
title_short | Pixelated madness |
title_sort | pixelated madness the construction of mental illnesses and psychiatric institutions in video games |
title_sub | the construction of mental illnesses and psychiatric institutions in video games |
topic | Psychische Störung Motiv (DE-588)4450869-4 gnd Computerspiel (DE-588)4010457-6 gnd Psychiatrie Motiv (DE-588)4635011-1 gnd |
topic_facet | Psychische Störung Motiv Computerspiel Psychiatrie Motiv Hochschulschrift |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034584631&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034584631&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT simondstefanheinrich pixelatedmadnesstheconstructionofmentalillnessesandpsychiatricinstitutionsinvideogames |