About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography

In 2012, Anna Anthropy released her computer game Dys4ia about her experiences with hormone replacement therapy. Described explicitly by her as an autobiographical game, Dys4ia inevitably invites comparison with the genres of autobiography, computer game, and digital life narrative. However, it appe...

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Main Author: Felix Tenhaef
Format: Article
Language:English
Published: University of Groningen Press 2025-07-01
Series:European Journal of Life Writing
Subjects:
Online Access:https://ejlw.eu/article/view/42318
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author Felix Tenhaef
author_facet Felix Tenhaef
author_sort Felix Tenhaef
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description In 2012, Anna Anthropy released her computer game Dys4ia about her experiences with hormone replacement therapy. Described explicitly by her as an autobiographical game, Dys4ia inevitably invites comparison with the genres of autobiography, computer game, and digital life narrative. However, it appears to be at odds with all these categories. Within the framework of automediality, introduced by Jörg Dünne and Christian Moser in 2008, this paper seeks to explore these discrepancies. First, it will analyse how Dys4ia relates to notions of autobiography and common types of game. Second, Dys4ia will be compared with weblogs, a prevalent form of digital life narratives. Third, by looking into the discourses surrounding the game, the paper aims to explain why Dys4ia was designed in this manner and to identify the discursive limits of this design. Thus, the article makes an important contribution to current research on computer games as media of life narration and self-expression.
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spelling doaj-art-c2a61b9a1a1f4f40bf6498d4e8b0ae1b2025-07-04T12:23:45ZengUniversity of Groningen PressEuropean Journal of Life Writing2211-243X2025-07-0114LD110LD14010.21827/ejlw.14.4231831985About Disputed Existences: Dys4ia’s Conflicted Status between Game and AutobiographyFelix Tenhaef0https://orcid.org/0009-0007-3032-7230Universität InnsbruckIn 2012, Anna Anthropy released her computer game Dys4ia about her experiences with hormone replacement therapy. Described explicitly by her as an autobiographical game, Dys4ia inevitably invites comparison with the genres of autobiography, computer game, and digital life narrative. However, it appears to be at odds with all these categories. Within the framework of automediality, introduced by Jörg Dünne and Christian Moser in 2008, this paper seeks to explore these discrepancies. First, it will analyse how Dys4ia relates to notions of autobiography and common types of game. Second, Dys4ia will be compared with weblogs, a prevalent form of digital life narratives. Third, by looking into the discourses surrounding the game, the paper aims to explain why Dys4ia was designed in this manner and to identify the discursive limits of this design. Thus, the article makes an important contribution to current research on computer games as media of life narration and self-expression.https://ejlw.eu/article/view/42318digital life narrativesautomedialitycomputer gamesautobiography
spellingShingle Felix Tenhaef
About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography
European Journal of Life Writing
digital life narratives
automediality
computer games
autobiography
title About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography
title_full About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography
title_fullStr About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography
title_full_unstemmed About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography
title_short About Disputed Existences: Dys4ia’s Conflicted Status between Game and Autobiography
title_sort about disputed existences dys4ia s conflicted status between game and autobiography
topic digital life narratives
automediality
computer games
autobiography
url https://ejlw.eu/article/view/42318
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