2018
DOI: 10.1177/0739891318759725
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That Dragon, Cancer Goes to Seminary

Abstract: That Dragon, Cancer is a “serious” video game that has garnered wide attention in the gaming community and popular press. The game was created by a team of independent game designers led by Ryan and Amy Green as a way of sharing their family’s journey of caring for their son Joel, who had been diagnosed with pediatric cancer. This article describes the use of the game within a graduate course on pastoral counseling and reflects upon student reactions as an example of the potential usefulness of serious games i… Show more

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Cited by 6 publications
(4 citation statements)
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“…They have been used in various fields including military, education, government, non-profits and even pastoral training (Auxier, 2018). The market for serious games is estimated to be in the $2 to $10 billion range and the projected annual growth rate from 2012 to 2017 was 18%.…”
Section: Video Game Genre: Serious Gamesmentioning
confidence: 99%
“…They have been used in various fields including military, education, government, non-profits and even pastoral training (Auxier, 2018). The market for serious games is estimated to be in the $2 to $10 billion range and the projected annual growth rate from 2012 to 2017 was 18%.…”
Section: Video Game Genre: Serious Gamesmentioning
confidence: 99%
“…Por último, el propósito documental de este videojuego permite reflejar las convicciones cristianas de sus creadores. En ese sentido, el juego expresa una dialéctica entre medicina y fe como forma de gestionar el dolor y aceptar situaciones dramáticas 43 . Un planteamiento reflejado en varias escenas donde el recurso a la oración alivia el sufrimiento del personaje y que plantea una dimensión espiritual exclusiva de esta propuesta.…”
Section: That Dragon Cancer: El Videojuego Como Testimoniounclassified
“…La tradición académica que inscribe el juego como estrategia cognitiva del ser humano para explicar y entender el mundo 47 ha enmarcado esta investigación sobre la contribución de los videojuegos al entramado simbólico que la sociedad otorga al cáncer. Estos videojuegos ofrecen alguna de las respuestas posibles desde ángulos diferentes: el empoderamiento, el testimonio, la medicina o la inculcación de hábitos preventivos 43 . Por tanto, comparten la percepción de que el medio puede ofrecer algo más que entretenimiento en un tema de este calado.…”
Section: Discusión Y Conclusionesunclassified
“…An interesting exception is an article of John W Auxier (2018). on the use of a game in theological education.…”
mentioning
confidence: 99%