That Dragon, Cancer: Narrative Techniques of the Gameful Experience

Francesco Toniolo*, Marco Seregni*

*Autore corrispondente per questo lavoro

Risultato della ricerca: Contributo in rivistaArticolo in rivistapeer review

Abstract

This paper explores the emotional relationship between game experi-ence and real experience in That Dragon, Cancer(Numinous Games 2016), a video game about Joel, a 4-year child,and his fight against cancer. The approach of this paper combines game studiesand phi-losophy. The first part introduces the procedural rhetoric of this video game, to understand how the game can influence reality through its game mechanics. Then, the paper presents some of these game ele-ments: the effects of video game language, the universalization of the experience through visual and spatial design choices, and the question of time. The aim is to discuss the game’s effectiveness in the production of a possible change in real life, on a psychological, political and relational level
Titolo tradotto del contributo[Autom. eng. transl.] That Dragon, Cancer: Narrative Techniques of the Gameful Experience
Lingua originaleItalian
pagine (da-a)137-164
Numero di pagine28
RivistaCRITICAL HERMENEUTICS
DOI
Stato di pubblicazionePubblicato - 2020
Pubblicato esternamente

Keywords

  • cancer
  • cancro
  • language
  • linguaggio
  • tempo
  • time
  • videogame
  • videogioco
  • virtual
  • virtuale

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