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According to psychologists Paul Rozin, Jonathan Haidt and Clark McCauley it is possible to outline a topology of disgust which proceeds from the very basic physiological response to a potential contagion towards a symbolic and evaluative sphere in which the disgusting is judged morally. Thus disgust ceases to be a mere means of protecting the body and becomes the means of protecting the self, which, in turn, makes it a powerful factor of positive and negative socialisation. The aim of the present article is to discuss the disgust elicitors in chosen science fiction computer games and thus to analyse how the logic of physical, emotional and moral disgust, one of the most basic psychological mechanisms, assumes the central, even if latent, role in organising the narrative and plot structures of these games.
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