About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography

In 2012, Anna Anthropy released her computer game Dys4ia about her experiences with hormone replacement therapy. Described explicitly by her as an autobiographical game, Dys4ia inevitably invites comparison with the genres of autobiography, computer game, and digital life narrative. However, it appears to be at odds with all these categories. Within the framework of automediality, introduced by Jörg Dünne and Christian Moser in 2008, this paper seeks to explore these discrepancies. First, it will analyse how Dys4ia relates to notions of autobiography and common types of game. Second, Dys4ia will be compared with weblogs, a prevalent form of digital life narratives. Third, by looking into the discourses surrounding the game, the paper aims to explain why Dys4ia was designed in this manner and to identify the discursive limits of this design. Thus, the article makes an important contribution to current research on computer games as media of life narration and self-expression.

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Publication Details

Journal
European Journal of Life Writing
Published
2025-07-04
DOI
https://doi.org/10.21827/ejlw.14.42318
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography

Felix Tenhaef
European Journal of Life Writing
Digital Games and Media
article

About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography

Felix Tenhaef
article en

Abstract

In 2012, Anna Anthropy released her computer game Dys4ia about her experiences with hormone replacement therapy. Described explicitly by her as an autobiographical game, Dys4ia inevitably invites comparison with the genres of autobiography, computer game, and digital life narrative. However, it appears to be at odds with all these categories. Within the framework of automediality, introduced by Jörg Dünne and Christian Moser in 2008, this paper seeks to explore these discrepancies. First, it will analyse how Dys4ia relates to notions of autobiography and common types of game. Second, Dys4ia will be compared with weblogs, a prevalent form of digital life narratives. Third, by looking into the discourses surrounding the game, the paper aims to explain why Dys4ia was designed in this manner and to identify the discursive limits of this design. Thus, the article makes an important contribution to current research on computer games as media of life narration and self-expression.

European Journal of Life WritingVol. 14
Universität Innsbruck (AT)
Openalex Percentile: Top 78%
Digital Games and Media
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