The Medicalisation and Dissemination of Cosmic Horror in Bloodborne
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The Medicalisation and Dissemination of Cosmic Horror in Bloodborne
Popis výsledku v původním jazyce
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' 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.
Název v anglickém jazyce
The Medicalisation and Dissemination of Cosmic Horror in Bloodborne
Popis výsledku anglicky
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' 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.
Klasifikace
Druh
J<sub>ost</sub> - Ostatní články v recenzovaných periodicích
CEP obor
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OECD FORD obor
60405 - Studies on Film, Radio and Television
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Acta Ludologica
ISSN
2585-8599
e-ISSN
2585-9218
Svazek periodika
7
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
SK - Slovenská republika
Počet stran výsledku
12
Strana od-do
26-37
Kód UT WoS článku
—
EID výsledku v databázi Scopus
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