Narrating illness through play: a multimodal analysis of That Dragon, Cancer

The lived experiences of illness and caregiving are increasingly being conveyed through serious games; this article explores how That Dragon, Cancer transforms these experiences into an interactive, affective form through play and narrative. The study places the game as an experiential medium that promotes emotional engagement and a shared understanding of terminal illness and grief, drawing on research in serious games and games-for-health. Based on a qualitative methodology, this study employs Consalvo and Dutton’s (2006) qualitative game analysis framework to conduct a multimodal analysis of the game’s narrative design, mechanics, and semiotic elements, complemented by a thematic analysis of player reception through user-generated Steam reviews. To validate and triangulate these findings, a complementary thematic analysis of comments from high-engagement YouTube playthroughs and reviews was conducted, offering additional insights into community identity and ethical debates. This combined analysis sheds light on the ways that storytelling and gaming work together to mediate loss, hope, and vulnerability while promoting compassionate health communication. The findings demonstrate That Dragon, Cancer's capacity to turn virtual play into a contemplative environment for navigating stories of illness and experiences of caregiving. This study contributes to expanding digital media and health communication research by demonstrating the affective and communicative potential of serious games in addressing complex health realities.

Authors

Publication Details

Journal
Health & New Media Research
Published
2025-12-18
DOI
https://doi.org/10.22720/hnmr.2025.00262
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Narrating illness through play: a multimodal analysis of That Dragon, Cancer

Cátia Ferreira
Health & New Media Research
Educational Games and Gamification
article

Narrating illness through play: a multimodal analysis of That Dragon, Cancer

Cátia Ferreira
article en

Abstract

The lived experiences of illness and caregiving are increasingly being conveyed through serious games; this article explores how That Dragon, Cancer transforms these experiences into an interactive, affective form through play and narrative. The study places the game as an experiential medium that promotes emotional engagement and a shared understanding of terminal illness and grief, drawing on research in serious games and games-for-health. Based on a qualitative methodology, this study employs Consalvo and Dutton’s (2006) qualitative game analysis framework to conduct a multimodal analysis of the game’s narrative design, mechanics, and semiotic elements, complemented by a thematic analysis of player reception through user-generated Steam reviews. To validate and triangulate these findings, a complementary thematic analysis of comments from high-engagement YouTube playthroughs and reviews was conducted, offering additional insights into community identity and ethical debates. This combined analysis sheds light on the ways that storytelling and gaming work together to mediate loss, hope, and vulnerability while promoting compassionate health communication. The findings demonstrate That Dragon, Cancer's capacity to turn virtual play into a contemplative environment for navigating stories of illness and experiences of caregiving. This study contributes to expanding digital media and health communication research by demonstrating the affective and communicative potential of serious games in addressing complex health realities.

Health & New Media ResearchVol. 9(2)
Openalex Percentile: Top 54%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Narrating illness through play: a multimodal analysis of That Dragon, Cancer — Cátia Ferreira · Health & New Media Research (2025) | TGRS Research Map | TGRS