Blog Post #4

That Dragon, Cancer, an exploration game released in the year 2016, is based on a family set up. It was create by Ryan Green and others. It explores his experience of raising a son who had a terminal cancer disease at a very tender age of twelve months. Being an autobiographical game, it reveals chilling moments undergone by the parents as they struggle to raise their son with a naked reality that soon or later he was to succumb to the disease. The adventure and art based video game evokes emotional, sad and depressing experiences as witnessed by those who have watched the game (Tanz, 2016). 

In this video game which is heavily stylized, human characters appears as cartoons a technique which makes the experience more intimate. With its constant shifting viewpoints, the player is allowed to be both the observer and the participant. The video takes revolves around the toll Joel’s treatment has on the parents and the park on world edge. The park has bottles filled with water which contains messages. The messages are meant to be in memories of those found in Joel’s situation. The parents’ internal emotional feelings are depicted in the location setting in the game.

I am a great video game fan, but honestly, I have never played such an emotional game before. I felt sorry for Joel and also the family. It is a sad ordeal and painful to watch a young soul battle with the dragon, Cancer,

In how the games moves our emotions the design, Katherine Isbister shows how different how game creators figure out different ways to bring out actual feelings from the jaded corridors of our psyches. In her book (How Games Moves Us), the creators take human desire and capacity and turn all that into meaningful interaction with the computers and via computers with other humans (Tanz, 2016).  A video game has its own ways to provoke powerful positive emotions, chills and transformative experiences that change how we see ourselves and other people we play with video games. They represent variety and range of emotional territory they cover, thus creating emotions, empathy and positive emotional experiences. These traits are revealed over time.   In her five minutes interview Katherine explained that games influence emotions and social connections with playful thinking series (Futter, 2014).

In the “That Dragon, Cancer”, video game,   terminal pediatric cancer is told in a profound and moving way.  This video has driven parents in tears, especially those whom have found themselves in the same tragedy.  It is highly rated   and won an award at the award-winning TYFPfilm (Futter, 2014).   The video has been shown to be massive and powerful which makes any parent despair and feel frustrated.  Accordingly, it has a healing power, not only to those affected by the disease but also anyone trying to make sense out of the situation. 

 In my own perspective and interpretation of the game “That Dragon Cancer” is an abstract or rather an autobiographical portrayal of the developer’s battle with helping the son Joel who is undergoing terminal cancer treatment.  It is a beautiful and unforgettable game ultimately shows incredible work of art.  It is Fearless, honest and profound (Morrison, 2016).

Transcripts from the interview revealed that, video games can be able to evoke feelings and emotions.  Asked if a computer games can be able to make someone cry, the professor said that not only would it make someone cry, but also emphasize, grief and laugh. 

Tanz, J. (2016)“Playing for Time”. Wired.

Futter, M. “Joel Green, Inspiration For That Dragon, Cancer, Passes Away At Age 5” Game Informer, 2014.

Morrison, A. “That Dragon, Cancer out now”. Gamer, 2016.

Leave a comment

Design a site like this with WordPress.com
Get started