“There is Nothing Fun About Pain”: A Critical Phenomenology of Games for Chronic Pain

Philosophy and Technology 37 (1):1-23 (2023)
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Abstract

This article examines the gamification of health applications designed to help patients manage chronic pain. Through description of one such program and in-depth interviewing, I describe why gamified pain applications are appealing to patients living with chronic pain. Individuals living with chronic pain are especially disposed to try novel pain management technologies due to the in-control and out-of-control paradox of pain (Leder, 2016). These applications are seductive not only due to this embodied phenomenon, but also because gamification taps into the logic of proactive self-management that is tantamount to an era of biomedicalization, wherein subjects are incentivized to take control of their own health in the face of austerity budgets. However, pain also limits the user’s ability to adopt an immersive, lusory attitude. Thus, the speculative promises of gamified health technologies are just that – speculative, and their immersive potential should not be overstated.

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Michelle Charette
York University (PhD)

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Vibrant Matter: A Political Ecology of Things.Jane Bennett - 2010 - Durham: Duke University Press.
Phenomenology of Perception.Aron Gurwitsch, M. Merleau-Ponty & Colin Smith - 1964 - Philosophical Review 73 (3):417.
What Things Do: Philosophical Reflections on Technology, Agency, and Design.Peter-Paul Verbeek - 2005 - University Park, USA: Pennsylvania State University Press.

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