Research has often noted that a common description of mental health suffering is ‘something from the inside crushing from the outside’. Such contradictory accounts go some way in explaining why representing mental health problems within wider culture has historically been problematic, given that the social imaginary of Western culture is so steeped in models of autonomy and atomistic identity. However, while this accounts for the construction of ‘madness’ as abnormal and stigmatised, there exists within Western culture a simultaneous tradition of madness as a trope of heroism: an embracing of the contradictions of madness within figures of tragic creative geniuses and counter-cultural renegades. But the linguistic, figurative and conceptual...
This paper examines the phenomenon of survival horror games. It focuses on “yūrei”, a Japanese mytho...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
Research has often noted that a common description of mental health suffering is ‘something from the...
Research has often noted that a common description of mental health suffering is ‘something from the...
This paper draws on Ian Bogost’s argument that video games constitute a form of ‘procedural rhetoric...
Thesis. The main goal of the article is to present and analysie how phenomenon of insanity is featur...
This article refers to the philosophical study of myth construction in videogames. We have studied h...
Based on Michel Foucault’s idea of the power/knowledge relationship reflecting a sense of cultural c...
This exploratory study examines three video games as case studies for how video games may portray me...
How are madness and violence represented in media culture? How is a ‘natural’ or ‘causal’ relationsh...
Madness has long been a popular theme for literature, featuring as a trope of horror, mystery, trage...
„Socrates said madness was preferable than ‟sober sense‟ because ‟madness comes from the Gods, where...
Literature and art in all their forms have done well in representing man’s mental disorders and affl...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
This paper examines the phenomenon of survival horror games. It focuses on “yūrei”, a Japanese mytho...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
Research has often noted that a common description of mental health suffering is ‘something from the...
Research has often noted that a common description of mental health suffering is ‘something from the...
This paper draws on Ian Bogost’s argument that video games constitute a form of ‘procedural rhetoric...
Thesis. The main goal of the article is to present and analysie how phenomenon of insanity is featur...
This article refers to the philosophical study of myth construction in videogames. We have studied h...
Based on Michel Foucault’s idea of the power/knowledge relationship reflecting a sense of cultural c...
This exploratory study examines three video games as case studies for how video games may portray me...
How are madness and violence represented in media culture? How is a ‘natural’ or ‘causal’ relationsh...
Madness has long been a popular theme for literature, featuring as a trope of horror, mystery, trage...
„Socrates said madness was preferable than ‟sober sense‟ because ‟madness comes from the Gods, where...
Literature and art in all their forms have done well in representing man’s mental disorders and affl...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
This paper examines the phenomenon of survival horror games. It focuses on “yūrei”, a Japanese mytho...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...