Abstract (eng)
Videogames provide a possibility to experience future worlds or alternative realms where the potential of science & technology is only limited by the capacity to imagine. In consequence, ideas about the future state of science and technology are distributed and may impact the perception of players, who become more and more, as the market for digital games continues to flourish. For this reason, I argue that videogames need to be thoroughly engaged by science & technology studies (STS) and this thesis aims to make a contribution in this direction. It is not only an attempt to combine the interdisciplinary fields of Game Studies and STS, but also tries to show that videogames can be seen as important sites of critical societal reflection on scientific advancements and technological innovations. With the help of methodological approaches akin to STS and Game Studies, I have undertaken a qualitative study of the highly successful, action role-playing game Deus Ex: Human Revolution, which is distinctive for its portrayal and utilization of human enhancement technologies in its core gameplay. In addition, promotional material, particularly three trailers, has been considered in a discourse analytical fashion and e-mail interviews with the art director and the science consultant have been conducted to enrich the empirical material. The concept of ‘sociotechnical imaginaries’ served as the sensitizing concept during the analysis of the representation and performance of enhancement technologies and augmented bodies in the game.
The developers have employed multifarious strategies, such as narrative embedment of the topic and the creation of diegetic prototypes, in order to immerse the player in the topic of human enhancement and to grant high relevance to the central theme of transhumanism. The player experience is augmented by a wealth of information, often scientific by nature, and clues that reveal the imminence of human enhancement technologies in reality. Furthermore, the gameplay includes the dimension of choice and ethical decision-making, which, in the end, enables the player to construct his/her individual sociotechnical imaginary provided by the multiple imaginaries encapsulated in the game. Thus, the game accomplishes to allow players to virtually witness a potential sociotechnical future while interacting with and actively using diegetic prototypes of human enhancement technologies.