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The Medicalisation and Dissemination of Cosmic Horror in Bloodborne

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F26482789%3A_____%2F24%3A10152741" target="_blank" >RIV/26482789:_____/24:10152741 - isvavai.cz</a>

  • Result on the web

    <a href="https://actaludologica.com/wp-content/uploads/2024/12/AL_2024-7-2_Study-2_Fikejzova-Charvat.pdf" target="_blank" >https://actaludologica.com/wp-content/uploads/2024/12/AL_2024-7-2_Study-2_Fikejzova-Charvat.pdf</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.34135/actaludologica.2024-7-2.26-37" target="_blank" >10.34135/actaludologica.2024-7-2.26-37</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    The Medicalisation and Dissemination of Cosmic Horror in Bloodborne

  • Original language description

    The aim of the paper is to interpret the themes of dissemination of cosmic horror via thetransformation of human bodies in the Bloodborne digital game. The analysis&apos; central operativeconcept is the medicalisation process introduced by Michel Foucault, when he describedthe birth and emergence of biopolitics at the end of the 18th century and showedhow medical science, built on new paradigms, led to a specific control of the population,especially its natality and mortality. Within Bloodborne, we can see the mechanisms ofmedicalisation through the constitution of a powerful institution, which subsequently introducedthe ritual of transfusion when experimenting with blood. However, this led to thetransformation of human/mortal bodies by means of the beastly scourge, and thus tothe alteration of the properties of mortal bodies, into a form of becoming-of-the-monster.As a result, medicalisation allows for the dissemination of cosmic horror and the loss ofhumanity. This type of analysis seeks to expand our understanding of the intersectionof digital games and sociocultural phenomena at the level of representation, and theirinvolvement in the construction of game fictional worlds.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>ost</sub> - Miscellaneous article in a specialist periodical

  • CEP classification

  • OECD FORD branch

    60405 - Studies on Film, Radio and Television

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2024

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Acta Ludologica

  • ISSN

    2585-8599

  • e-ISSN

    2585-9218

  • Volume of the periodical

    7

  • Issue of the periodical within the volume

    2

  • Country of publishing house

    SK - SLOVAKIA

  • Number of pages

    12

  • Pages from-to

    26-37

  • UT code for WoS article

  • EID of the result in the Scopus database