That Dragon, Cancer: Narrative Techniques of the Gameful Experience

This paper explores the emotional relationship between game experience 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 studies and philosophy. The first part introduces...

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Bibliographic Details
Main Authors: Marco Seregni, Francesco Toniolo
Format: Article
Language:English
Published: Università degli Studi di Cagliari 2020-10-01
Series:Critical Hermeneutics
Online Access:https://ojs.unica.it/index.php/ecch/article/view/4327
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spelling doaj-2fe3fdfc346644c98aa7315d0f3728062021-01-20T12:53:51ZengUniversità degli Studi di CagliariCritical Hermeneutics2533-18252020-10-014110.13125/CH/4327That Dragon, Cancer: Narrative Techniques of the Gameful ExperienceMarco SeregniFrancesco Toniolo This paper explores the emotional relationship between game experience 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 studies and philosophy. 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 elements: 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. https://ojs.unica.it/index.php/ecch/article/view/4327
collection DOAJ
language English
format Article
sources DOAJ
author Marco Seregni
Francesco Toniolo
spellingShingle Marco Seregni
Francesco Toniolo
That Dragon, Cancer: Narrative Techniques of the Gameful Experience
Critical Hermeneutics
author_facet Marco Seregni
Francesco Toniolo
author_sort Marco Seregni
title That Dragon, Cancer: Narrative Techniques of the Gameful Experience
title_short That Dragon, Cancer: Narrative Techniques of the Gameful Experience
title_full That Dragon, Cancer: Narrative Techniques of the Gameful Experience
title_fullStr That Dragon, Cancer: Narrative Techniques of the Gameful Experience
title_full_unstemmed That Dragon, Cancer: Narrative Techniques of the Gameful Experience
title_sort that dragon, cancer: narrative techniques of the gameful experience
publisher Università degli Studi di Cagliari
series Critical Hermeneutics
issn 2533-1825
publishDate 2020-10-01
description This paper explores the emotional relationship between game experience 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 studies and philosophy. 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 elements: 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.
url https://ojs.unica.it/index.php/ecch/article/view/4327
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