Abstract:Time and time again derelict psychiatric institutions and rogue inmates serve as settings and antagonists in cultural narratives, and digital games are no exception. The eeriness of exploring what Erving Goffman calls ›total institutions‹ and the tension of being confronted with the mentally ill orchestrate a persistent conflict between madness and reason. How this conflict is constructed on a narrative, aesthetic, and ludic level is the central focus of this article. The perspective applied leans heavily on d… Show more
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