Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games
In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of technology forecasting. Considering the specific nature of the digital game as an in-itself augmenting technological medium, we will additionally introduce a somaesthetic perspective of player experience to the game analysis, in order to point out the relevance of the immediate bodily perception of games for informing the reflection of diegetic realities. Finally, this paper will provide an overview on how science-fiction games represent and establish experiences and reflections of the progressing augmentation of bodies and their environment.
Authors
- Aska Mayer (ORCID: https://orcid.org/0000-0002-0161-2944)
- Frans Mäyrä (ORCID: https://orcid.org/0000-0002-6283-417X)
- Roope Raisamo (ORCID: https://orcid.org/0000-0003-3276-7866)
Institutions
- Tampere University (FI)
Publication Details
- Journal
- Convergence The International Journal of Research into New Media Technologies
- Published
- 2025-04-03
- DOI
- https://doi.org/10.1177/13548565251331455
- Primary Topic
- Innovative Human-Technology Interaction
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Jane ja Aatos Erkon Säätiö