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Book part:
Designing Self-Care: Affect and Debility in #SELFCARE

dc.contributor.editorGörgen, Arno
dc.contributor.editorSimond, Stefan Heinrich
dc.creatorStone, Kara
dc.date.accessioned2020-10-30T10:50:07Z
dc.date.available2020-10-30T10:50:07Z
dc.date.issued2020
dc.description.abstractAre games addicting, anxiety-provoking, and manipulative, or are they calming, connecting, and healing? This paper looks at the companion game app #SELFCARE by studio TRU LUV and collaborator Eve Thomas alongside affect theory on psychosocial disability (often referred to as mental illness). #SELFCARE consists of mini-games navigated through a home screen of a person lying in bed under the covers who »refuses to leave bed today.« The mini-games are all uncompetitive, unscored, and untimed, such as breathing to the rhythm of an expanding flower, sorting laundry, and petting a cat. The website states that »In this universe, our goal is simply to feel better. There’s no winning, no failure, no score. No difficulty, no ads, no notifications. There is just us and our feelings.« Although the current self-care movement is trending toward forced positivity, neoliberalism, and aesthetics, the game #SELFCARE incorporates what one might label negative or discouraging, such as refusing to get out of bed, not answering thousands of emails, and words like »disconnected.« I argue that #SELFCARE maps onto Lauren Berlant’s idea of lateral agency, a sort of self-suspension away from the forward motion of life – not necessarily getting better but also not getting worse. It is not meant to cure psychosocial disability but to give those of us that experience it a moment of relief. In queer feminist affect theory, feelings cannot so clearly be labeled as positive or negative; in fact, feeling ›good‹ can be a direction toward heteronormativity and ›bad‹ affect can be a resource for political action. Thus, any game that aims to promote well-being is best served utilizing ›negative‹ feelings, not ignoring them. The negativity and depiction of depression in #SELFCARE is a strong force in connecting the players to the character in the game as well as to the game world. Using affect theory and disability studies, I provide a conscientious evaluation of the ways technology is positioned both as savior and detrimental to psychosocial disability.en
dc.identifier.doidoi:https://doi.org/10.14361/9783839453285-020
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/14971
dc.identifier.urihttps://mediarep.org/handle/doc/15960
dc.languageeng
dc.publishertranscript
dc.publisher.placeBielefeld
dc.relation.isPartOfdoi:https://doi.org/10.25969/mediarep/14861
dc.rightsCreative Commons Attribution 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by/4.0
dc.subjectAffektde
dc.subjectPsychische Erkrankungde
dc.subjectAppde
dc.subjectGame Designde
dc.subjectaffecten
dc.subjectmental illnessen
dc.subject.ddcddc:794
dc.subject.workSELFCARE
dc.titleDesigning Self-Care: Affect and Debility in #SELFCAREen
dc.typebookPart
dc.type.statuspublishedVersion
dspace.entity.typeBookParten
local.coverpage2021-05-29T01:07:53
local.identifier.firstpublishedhttps://doi.org/10.14361/9783839453285-020
local.source.booktitleKrankheit in Digitalen Spielen. Interdisziplinäre Betrachtungen
local.source.epage432
local.source.spage417

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