Abstract

Anxiety, depression, burnout and impostor syndrome are frequently reported among those who work in the videogame industry, and are exacerbated among independents and freelancers. The article draws on interviews with four London-based independent videogame developers who have engaged with the production of videogames about mental health. The article argues that conceiving, producing and releasing these games is understood by their makers as a strategy to establish relations with consumers, participants and other developers that could break the invisible barriers that prevent dialogs around mental wellness. More than being concerned with the outcome of their work or its commercial success, developers seek relations with other game workers and players through the process of making, researching, testing, and showing their videogames. The development of videogames about mental health is interpreted by the participants as facilitating exchanges of autobiographical experiences that are otherwise regulated by the norms of professional networking.

Highlights

  • Anxiety, depression, burnout and impostor syndrome are frequently reported among those who work in the videogame industry, and are exacerbated among independents and freelancers

  • The label is used by a number of designers and authors and refers to interactive texts that draw on an established tradition of autobiographical game design, originating from independent videogame development and the “queer games avant-garde” (Anthropy 2012; Ruberg 2019a, 2019b, 2020)

  • It concludes that mental health is mobilized strategically by the interviewees to address the conditions of productions of independent videogames

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Summary

Introduction

Depression, burnout and impostor syndrome are frequently reported among those who work in the videogame industry, and are exacerbated among independents and freelancers. Mental health, videogame development, videogame industry, deep games, network sociality The article looks into the current trend of making videogames about mental health and investigates, through interviews with four London-based independent developers, how this choice is motivated.

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