Time to kill, time to heal: The medicalized aesthetics of time in Plague Inc: Evolved1

Plague Inc (2012) is a strategy game in which players develop pathogens to eliminate, control or zombify the world’s population. The game integrates biomedical models, visual practices and knowledge formations into visual language, terminology and the representation of the temporal course of disease. The article examines the intertwining of medical theorems – in particular evolutionism, epidemiology and public health – with temporal processes and their representation within the ludonarrative structure of the game. Methodologically, a theoretical discussion of concepts of time is followed by an analysis of temporal regimes in epidemiology and public health. Building on this, the epidemiological semantics and chronotopic structures in Plague Inc are elaborated.

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Publication Details

Journal
Journal of Gaming & Virtual Worlds
Published
2025-06-01
DOI
https://doi.org/10.1386/jgvw_00125_1
Primary Topic
Gothic Literature and Media Analysis
Type
article
Field-Weighted Citation Impact
0.00
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article

Time to kill, time to heal: The medicalized aesthetics of time in Plague Inc: Evolved1

Journal of Gaming & Virtual Worlds
Gothic Literature and Media Analysis
article

Time to kill, time to heal: The medicalized aesthetics of time in Plague Inc: Evolved1

article en

Abstract

Plague Inc (2012) is a strategy game in which players develop pathogens to eliminate, control or zombify the world’s population. The game integrates biomedical models, visual practices and knowledge formations into visual language, terminology and the representation of the temporal course of disease. The article examines the intertwining of medical theorems – in particular evolutionism, epidemiology and public health – with temporal processes and their representation within the ludonarrative structure of the game. Methodologically, a theoretical discussion of concepts of time is followed by an analysis of temporal regimes in epidemiology and public health. Building on this, the epidemiological semantics and chronotopic structures in Plague Inc are elaborated.

Journal of Gaming & Virtual WorldsVol. 17(2)
Academy of Arts (DE)
Good health and well-being
Openalex Percentile: Top 35%
Gothic Literature and Media Analysis
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