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dc.contributor.authorSchott, Gareth Richarden_NZ
dc.coverage.spatialConference held at Swinburne University of Technology, Melbourne, Australiaen_NZ
dc.date.accessioned2017-09-12T04:09:06Z
dc.date.available2017en_NZ
dc.date.available2017-09-12T04:09:06Z
dc.date.issued2017en_NZ
dc.identifier.citationSchott, G. R. (2017). That Dragon, Cancer: Contemplating life and death in a medium that has frequently trivialized both. In DiGRA ’17 - Proceedings of the 2017 DiGRA International Conference (Vol. 14, pp. 1–10). Conference held at Swinburne University of Technology, Melbourne, Australia: Digital Games Research Association.en
dc.identifier.issn2342-9666en_NZ
dc.identifier.urihttp://hdl.handle.net/10289/11325
dc.description.abstractAs a game mechanic, death has primarily been used to punish players for mistakes and failure. Over-reliance on screen-death possibly constitutes one of the most dated aspects of digital games as a contemporary medium. This paper considers why this artefact of historical forms and content persists (Zimmerman, 2007), and in doing so, how it continues to trivialize the otherwise irreversible nature of the cessation of human life, and the sense of loss and grief experienced by those who are close to the deceased. In particular, this paper discusses the game That Dragon, Cancer (Numinous Games, 2016) for the manner in which it contributes towards a redefinition of the relationship between gaming and death. It is argued that the game allows the medium to tackle contemporary Western issues associated with the experience of death, and avoids contributing further to the ‘emotional invigilation’ (Walter et al., 1995) of death via its re-appropriation as an entertainment form. That Dragon, Cancer’s status as a game is also commented on, and defended, in terms of the player experience it offers.en_NZ
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.publisherDigital Games Research Associationen_NZ
dc.relation.urihttp://www.digra.org/digital-library/publications/?s=That+Dragon%2C+Cancer&diglib_search=true&tax_diglib_keywords=&tax_diglib_authors=&submit=Search
dc.rights© 2017 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.
dc.sourceDigital Games Research Association Conference (DiGRA)en_NZ
dc.subjectpost-selfen_NZ
dc.subjectsocial deathen_NZ
dc.subjectscreen-deathen_NZ
dc.subjectpersonal experience gamesen_NZ
dc.subjectThat Dragon, Canceren_NZ
dc.subjectpost-self
dc.subjectsocial death
dc.subjectscreen-death
dc.subjectpersonal experience games
dc.subjectThat Dragon
dc.subjectCancer
dc.titleThat Dragon, Cancer: Contemplating life and death in a medium that has frequently trivialized bothen_NZ
dc.typeConference Contribution
dc.relation.isPartOfDiGRA '17 - Proceedings of the 2017 DiGRA International Conferenceen_NZ
pubs.begin-page1
pubs.elements-id200484
pubs.end-page10
pubs.finish-date2017-07-06en_NZ
pubs.issue1en_NZ
pubs.organisational-group/Waikato
pubs.organisational-group/Waikato/2018 PBRF
pubs.organisational-group/Waikato/FASS
pubs.organisational-group/Waikato/FASS/2018 PBRF - FASS
pubs.organisational-group/Waikato/FASS/School of Arts
pubs.organisational-group/Waikato/FASS/School of Arts/Screen and Media Studies
pubs.publication-statusPublisheden_NZ
pubs.publisher-urlhttp://www.digra.org/digital-library/publications/?s=That+Dragon%2C+Cancer&diglib_search=true&tax_diglib_keywords=&tax_diglib_authors=&submit=Searchen_NZ
pubs.start-date2017-07-02en_NZ
pubs.volume14en_NZ


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