Jeux vidéo et histoire de la psychiatrie. La difficulté de sortir des stéréotypes et de l’histoire
Video Games and the History of Psychiatry. The difficulty of breaking free from Stereotypes and History
Abstract
This article proposes to reflect on the representations of the history of psychiatry in video games. The hegemonic history of psychiatry is often associated with the history of institutions, caregivers, and schools of thought (biomedical and neurosurgical approaches, theories of degeneration, etc.). To what extent does it influence video games? Three video games claiming to be historical are considered: Outlast (Red Barrels, 2013), Assassin’s Creed: Syndicate (Ubisoft, 2015) and Town of Light (LKA, 2017). With a semiotic approach, this article deals with the balance between claiming to be historical and producing historical meaning and the possibilities of representation of a marginalized non-hegemonic history of psychiatry.
Le présent article propose de réfléchir aux représentations de l’histoire de la psychiatrie dans le jeu vidéo. L’histoire de la psychiatrie est souvent associée à l’histoire, hégémonique, des institutions, du personnel soignant et des courants de pensée qui traversent la psychiatrie (approches biomédicales et neurochirurgicales, des théories de la dégénérescence, etc.). Dans quelle mesure influence-t-elle le jeu vidéo? Trois jeux vidéo se revendiquant comme historiques sont étudiés: Outlast (Red Barrels, 2013), Assassin’s Creed: Syndicate (Ubisoft, 2015) et Town of Light (LKA, 2017). Avec une approche sémiotique, cet article aborde l’équilibre entre se revendiquer historique et produire du sens historique et les possibilités de représenter une histoire marginalisée non hégémonique de la psychiatrie.

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