Abstract

BackgroundResearchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions.ObjectiveThis paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming.MethodsA case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health.ResultsA case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding.ConclusionsThis paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.

Highlights

  • BackgroundThe growth of digital games in terms of both popularity and technology has pushed games into various roles beyond entertainment

  • A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games

  • This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health

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Summary

Introduction

BackgroundThe growth of digital games in terms of both popularity and technology has pushed games into various roles beyond entertainment. Are games being applied to various roles, but designers are approaching more serious topics such as humanitarian crises [5], the realities of war [6], and mental health [7]. The integration of serious topics within digital games brings with it debates regarding the acceptability of “playing” with such serious subject matter [8]. These issues, notions of trivialization or stigmatization, are common among larger commercial games created primarily for profit. The depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. More games have attempted to implement more realistic and respectful depictions of mental health conditions

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