I'm not playing: gamification, mental illness, and neoliberal subjectivity.
For many researchers, medical professionals, and politicians, the gamification of mental health treatment is a possibly innovative and efficient means to utilise the popularity of gaming in order to help combat the ever-growing global rates of mental illness. Despite this optimism, critics of gamifi...
| Published in: | Journal for Cultural Research Vol. 22; no. 4; pp. 396 - 412 |
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| Format: | Article |
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Taylor & Francis Ltd
Dec2018
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=137208283&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 137208283 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 14797585 QMJ jtl: Journal for Cultural Research issn: 14797585 maglogo: Y pubinfo: dt: Dec2018 vid: 22 iid: 4 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 137208283 10.1080/14797585.2019.1631997 ppf: 396 ppct: 16 formats: fmt: – @attributes: type: T – @attributes: type: P size: 1MB tig: atl: I'm not playing: gamification, mental illness, and neoliberal subjectivity. aug: au: Russell, Francis affil: Curtin University, Perth, Australia su: Winnicott, D. W. (Donald Woods), 1896-1971 Mental health services Mental illness Gamification Subjectivity Mental health Optimism sug: subj: Winnicott, D. W. (Donald Woods), 1896-1971 Mental health services Mental illness Gamification Subjectivity Mental health Optimism keyword: gamification neoliberalism play psychoanalysis subjectivity Winnicott ab: For many researchers, medical professionals, and politicians, the gamification of mental health treatment is a possibly innovative and efficient means to utilise the popularity of gaming in order to help combat the ever-growing global rates of mental illness. Despite this optimism, critics of gamification point to this trend as an extension of neoliberal governance, warning that gamification only encourages the further quantification and control of life under metrics of utility, productivity, and competitiveness. Accordingly, this article critically examines the politics of gamifying mental healthcare, and the broader question of the link between play and mental health. By engaging with the works of Donald W. Winnicott, and a host of contemporary critical and cultural theorists, this article attempts to open up a space for considering the value of play and games for sufferers of mental illness, that resist the strictures of the neoliberal governance of play. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Journal for Cultural Research is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Journal for Cultural Research holder: Taylor & Francis Ltd dt: @attributes: year: 2018 holdings: @attributes: islocal: N |
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