BioShock (Video-Game): Immersion Therapy

Abishai100

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Sep 22, 2013
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BioShock is an environment-rich dystopian fantasy action-adventure/combat video-game published by 2K Games.

It's a terrific example of video-game art, and that's why I like referencing its allegorical imagery (e.g., warrior-armor 'aesthetics/ergonomics') in evaluations of dystopian 'physique.'

It's sort of a futuristic rendition of The Legend of Zelda.



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Characterization of body armor of a warrior from BioShock reveals an aesthetic oriented towards portals or holes of vision/sight, functionality-oriented uniform with grip and mobility being important, padding for the knees and joints, straps to keep metal parts of gear stable, belt-buckle securities, and some breathing or rejuvenation apparatus (to keep the warrior sustained/fresh while he/she is 'immersed' in a target and turbulence rich 'environment.'

The psychology of BioShock is oriented towards some kind of hybridization of The Poseidon Adventure and Aeon Flux, suggesting it's a nod to the contouring of biopsychological stress and pure adaptation (e.g., underwater mobility, shielding from heat/lasers, poise to avoid chemical corruption, etc.).

We can think about the characterizations of warrior-armor from BioShock in terms of analogous 'physique idealism' (e.g., beauty/ugliness, smoothness/roughness, buoyancy/weight, texture/rupture).

This armor can therefore be referenced in psychological perspectives on pleasure and pain as they relate to survivalism and adaptation.

1. Injury 1 --- head is split in two (destroying the ergonomic caging created by the helmet)
2. Injury 2 --- limbs ripped off (destroying the design of the mobility-based tough uniform)
3. Injury 3 --- hole in chest created by laser/fire (destroying the purpose of chest-shields)
4. Injury 4 --- metal shards inserted all over body (destroying the sheath-like uniform)

Such images/ideas regarding the 'ergonomics' of survivalism as they specifically relate to the presentation of the design/functionality of the uniforms/gear therefore reveal an imagination about the 'muscularity' of environmental adaption in a hypothetical target-rich immersion-oriented futuristic arena (e.g., underwater mechanical adversaries, DNA-threatening spectres, etc.).


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armor2.jpg
 
BioShock is an environment-rich dystopian fantasy action-adventure/combat video-game published by 2K Games.

It's a terrific example of video-game art, and that's why I like referencing its allegorical imagery (e.g., warrior-armor 'aesthetics/ergonomics') in evaluations of dystopian 'physique.'

It's sort of a futuristic rendition of The Legend of Zelda.



====

Characterization of body armor of a warrior from BioShock reveals an aesthetic oriented towards portals or holes of vision/sight, functionality-oriented uniform with grip and mobility being important, padding for the knees and joints, straps to keep metal parts of gear stable, belt-buckle securities, and some breathing or rejuvenation apparatus (to keep the warrior sustained/fresh while he/she is 'immersed' in a target and turbulence rich 'environment.'

The psychology of BioShock is oriented towards some kind of hybridization of The Poseidon Adventure and Aeon Flux, suggesting it's a nod to the contouring of biopsychological stress and pure adaptation (e.g., underwater mobility, shielding from heat/lasers, poise to avoid chemical corruption, etc.).

We can think about the characterizations of warrior-armor from BioShock in terms of analogous 'physique idealism' (e.g., beauty/ugliness, smoothness/roughness, buoyancy/weight, texture/rupture).

This armor can therefore be referenced in psychological perspectives on pleasure and pain as they relate to survivalism and adaptation.

1. Injury 1 --- head is split in two (destroying the ergonomic caging created by the helmet)
2. Injury 2 --- limbs ripped off (destroying the design of the mobility-based tough uniform)
3. Injury 3 --- hole in chest created by laser/fire (destroying the purpose of chest-shields)
4. Injury 4 --- metal shards inserted all over body (destroying the sheath-like uniform)

Such images/ideas regarding the 'ergonomics' of survivalism as they specifically relate to the presentation of the design/functionality of the uniforms/gear therefore reveal an imagination about the 'muscularity' of environmental adaption in a hypothetical target-rich immersion-oriented futuristic arena (e.g., underwater mechanical adversaries, DNA-threatening spectres, etc.).


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View attachment 208748

I think I played it a long time ago, maybe 3 or 4 years ago, and couldn't get into it. The imagery was great, game play was average.
 

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