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.

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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

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article

Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games

Aska Mayer, Frans Mäyrä, Roope Raisamo
Convergence The International Journal of Research into New Media Technologies
Innovative Human-Technology Interaction
article

Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games

Aska Mayer, Frans Mäyrä, Roope Raisamo
article en

Abstract

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.

Convergence The International Journal of Research into New Media TechnologiesVol. 31(5)
Tampere University (FI)
Jane ja Aatos Erkon Säätiö
Openalex Percentile: Top 95%
Innovative Human-Technology Interaction
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