Autonomy, Heteronomy, and Bioethics in BioShock

In Arno Görgen, German Alfonso Nunez & Heiner Fangerau (eds.), Handbook of Popular Culture and Biomedicine: Knowledge in the Life Sciences as Cultural Artefact. Springer Verlag. pp. 283-300 (2018)
  Copy   BIBTEX

Abstract

The digital game BioShock addresses questions about human enhancement, unbounded biomedical research and unregulated technology. Our analysis is situated in an interdisciplinary field between media studies, the history of ideas, and bioethics. We focus on the processes of generating meaning and knowledge while playing a game, and therefore on the context in which the game is played and how it may be understood by different audiences. What marks this medium as potentially more powerful than movies or novels is that the player interacts with the game and participates in both the narrative and the ludic experience.In this chapter, we explore how the theme of autonomy/heteronomy is addressed in ludic terms in the game and give two examples of narrative elements that address autonomy within the context of bioethics and medical ethics. We show that in BioShock the medium of computer games has been used as a thought experiment, examining the consequences of unregulated medical research and practice.

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 93,745

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Evolve today!Simon Ledder - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 150–160.
Infinite Lighthouses, Infinite Stories.László Kajtár - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 127–138.
Bioshock and the art of rapture.Grant Tavinor - 2009 - Philosophy and Literature 33 (1):pp. 91-106.
Biomedicine and Bioethics.Heiner Fangerau & Gisela Badura-Lotter - 2018 - In Arno Görgen, German Alfonso Nunez & Heiner Fangerau (eds.), Handbook of Popular Culture and Biomedicine: Knowledge in the Life Sciences as Cultural Artefact. Springer Verlag. pp. 41-55.
Mass Effect 2: A Case Study in the Design of Game Narrative.Theresa Jean Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
Mass Effect 2: A Case Study in the Design of Game Narrative.Joshua Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
The Value of Art in BioShock.Jason Rose - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 15–26.
Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.

Analytics

Added to PP
2020-06-17

Downloads
5 (#847,061)

6 months
1 (#1,912,481)

Historical graph of downloads
How can I increase my downloads?

Citations of this work

No citations found.

Add more citations

References found in this work

No references found.

Add more references