{"title":"比严肃更严肃的是:医学、游戏和护理","authors":"Tristin Brynn Hooker, Martha Sue Karnes","doi":"10.1016/j.compcom.2022.102727","DOIUrl":null,"url":null,"abstract":"<div><p>For some time, rhetorical games studies have been interested in the potential for serious games to materially affect and embody change in users, in social systems, and in the gaming industry itself. In this study, we use the occasion of the first videogame cleared for marketing as a medical device by the U.S. Food and Drug Administration—<em>EndeavorRx—</em>to examine material-discursive processes that transform a game into medicine, and that produce our ideas of “medicine,” “gaming,” and “seriousness.” Allowing scholarship from rhetorical games studies and from the rhetoric of health and medicine to inform one another, and analyzing textual evidence from materials that produced <em>EndeavorRx</em>’s identity as “medicine,” we argue this more-than-serious transformation habituates the public to a new market, affecting patients, institutions, and disciplinary boundaries.</p></div>","PeriodicalId":35773,"journal":{"name":"Computers and Composition","volume":"65 ","pages":"Article 102727"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"More than serious: Medicine, games, and care\",\"authors\":\"Tristin Brynn Hooker, Martha Sue Karnes\",\"doi\":\"10.1016/j.compcom.2022.102727\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>For some time, rhetorical games studies have been interested in the potential for serious games to materially affect and embody change in users, in social systems, and in the gaming industry itself. In this study, we use the occasion of the first videogame cleared for marketing as a medical device by the U.S. Food and Drug Administration—<em>EndeavorRx—</em>to examine material-discursive processes that transform a game into medicine, and that produce our ideas of “medicine,” “gaming,” and “seriousness.” Allowing scholarship from rhetorical games studies and from the rhetoric of health and medicine to inform one another, and analyzing textual evidence from materials that produced <em>EndeavorRx</em>’s identity as “medicine,” we argue this more-than-serious transformation habituates the public to a new market, affecting patients, institutions, and disciplinary boundaries.</p></div>\",\"PeriodicalId\":35773,\"journal\":{\"name\":\"Computers and Composition\",\"volume\":\"65 \",\"pages\":\"Article 102727\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers and Composition\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S8755461522000354\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers and Composition","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S8755461522000354","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
For some time, rhetorical games studies have been interested in the potential for serious games to materially affect and embody change in users, in social systems, and in the gaming industry itself. In this study, we use the occasion of the first videogame cleared for marketing as a medical device by the U.S. Food and Drug Administration—EndeavorRx—to examine material-discursive processes that transform a game into medicine, and that produce our ideas of “medicine,” “gaming,” and “seriousness.” Allowing scholarship from rhetorical games studies and from the rhetoric of health and medicine to inform one another, and analyzing textual evidence from materials that produced EndeavorRx’s identity as “medicine,” we argue this more-than-serious transformation habituates the public to a new market, affecting patients, institutions, and disciplinary boundaries.
期刊介绍:
Computers and Composition: An International Journal is devoted to exploring the use of computers in writing classes, writing programs, and writing research. It provides a forum for discussing issues connected with writing and computer use. It also offers information about integrating computers into writing programs on the basis of sound theoretical and pedagogical decisions, and empirical evidence. It welcomes articles, reviews, and letters to the Editors that may be of interest to readers, including descriptions of computer-aided writing and/or reading instruction, discussions of topics related to computer use of software development; explorations of controversial ethical, legal, or social issues related to the use of computers in writing programs.