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PTSD: Zur politischen, medikalen und medialen Konvergenz eines Krankheitsbildes

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Since the introduction of Post-Traumatic Stress Disorder (PTSD) to the Diagnostical and Statistical Manual of Mental Disorders (DSM), ‚Trauma‘ has become an important narrative component in society, in popular culture and in the medical scientific culture. This article discusses the historical social and cultural development of PTSD. Especially the adaptation of PTSD in Popular Culture as in movies and most recently in computer games will be analyzed thoroughly. As a result, we can state that the discourse on PTSD oscillates between politicization and subjectivization. Der vorliegende Artikel möchte zunächst von einer kurzen Historie der medizinischen Entwicklung der Diagnose ausgehend auf die politischen und sozialen Diskurse der PTSD hinweisen. Beide Aspekte, medizinische Definition und politisch-soziale Reflektion sind zu einem wichtigen Topos des Films geworden, die Bandbreite dieser Adaptionen kann hier nur kurz skizziert werden. Im Anschluss wird dargelegt, wie PTSD (oder Trauma allgemein) im relativ neuen Medium der Computerspiele verarbeitet wird. Schließlich soll als Fazit deduktiv eine theoretische Verortung dieser Reflexionsprozesse unternommen werden.
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... Moreover, this is not occurring through the political power physicians hold or can influence, but is largely an insidious and often undramatic phenomenon accomplished by ›medicalizing‹ much of daily living, by making medicine and the labels ›healthy‹ and ›ill‹ relevant to an ever increasing part of human existence. (Zola 1972, 487) (Görgen und Braune 2016), durch politisches, soziales oder kulturelles Framing die Etablierung von biopsychosozialen Konditionen als eigenständige Krankheit vorantreiben können. Medikalisierung ist aber auch bidirektional, d.h. ...
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Krankheit in digitalen Spielen hat viele Facetten - egal ob psychisch oder somatisch. Ihre Darstellung fußt dabei auf Prozessen, die gesellschaftliches Wissen zu Krankheiten aufgreifen und gemäß der Eigenlogik digitaler Spiele verändern. Ästhetik, Narration und Spielmechanik partizipieren so an Kämpfen um Deutungshoheiten zwischen der Tradierung stigmatisierender Krankheitsvorstellungen einerseits und selbstreflexivem Empowerment andererseits. Die Beiträger*innen dieses ersten Sammelbandes zum Thema widmen sich theoretischen, analytischen und praktischen Fragestellungen rund um die Bedeutungsvielfalt von Krankheitskonstruktionen in digitalen Spielen aus interdisziplinärer Perspektive.
... Moreover, this is not occurring through the political power physicians hold or can influence, but is largely an insidious and often undramatic phenomenon accomplished by ›medicalizing‹ much of daily living, by making medicine and the labels ›healthy‹ and ›ill‹ relevant to an ever increasing part of human existence. (Zola 1972, 487) (Görgen und Braune 2016), durch politisches, soziales oder kulturelles Framing die Etablierung von biopsychosozialen Konditionen als eigenständige Krankheit vorantreiben können. Medikalisierung ist aber auch bidirektional, d.h. ...
Chapter
Full-text available
Krankheit in digitalen Spielen hat viele Facetten – egal ob psychisch oder somatisch. Ihre Darstellung fußt dabei auf Prozessen, die gesellschaftliches Wissen zu Krankheiten aufgreifen und gemäß der Eigenlogik digitaler Spiele verändern. Ästhetik, Narration und Spielmechanik partizipieren so an Kämpfen um Deutungshoheiten zwischen der Tradierung stigmatisierender Krankheitsvorstellungen einerseits und selbstreflexivem Empowerment andererseits. Die Beiträger*innen dieses ersten Sammelbandes zum Thema widmen sich theoretischen, analytischen und praktischen Fragestellungen rund um die Bedeutungsvielfalt von Krankheitskonstruktionen in digitalen Spielen aus interdisziplinärer Perspektive.
Thesis
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Über das Medium Computerspiel findet zunehmend eine Auseinandersetzung mit psychologischen Traumata statt. Posttraumatische Belastungsstörung, Krankheit und Tod sowie Depressionen und Phobien sind hierbei vorherrschende Themen und Motive. Thomas Spies zeigt in einem historischen Überblick und in vergleichenden Analysen Tendenzen der kulturellen Repräsentation auf. Die Beschäftigung mit Titeln wie »Papers, Please«, »Hellblade: Senua's Sacrifice« und »Disco Elysium« lässt deutlich werden, wie Computerspiele zunehmend medienspezifische Möglichkeiten finden, die Vielfalt und Komplexität traumatischer Erfahrungen zu vermitteln.
Book
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Book
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Article
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