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Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade
BACKGROUND: Researchers 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...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6495293/ https://www.ncbi.nlm.nih.gov/pubmed/30998224 http://dx.doi.org/10.2196/12432 |
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author | Fordham, Joseph Ball, Christopher |
author_facet | Fordham, Joseph Ball, Christopher |
author_sort | Fordham, Joseph |
collection | PubMed |
description | BACKGROUND: Researchers 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. OBJECTIVE: This 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. METHODS: A 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. RESULTS: 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. 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. CONCLUSIONS: This 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. |
format | Online Article Text |
id | pubmed-6495293 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-64952932019-05-17 Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade Fordham, Joseph Ball, Christopher JMIR Ment Health Original Paper BACKGROUND: Researchers 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. OBJECTIVE: This 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. METHODS: A 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. RESULTS: 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. 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. CONCLUSIONS: This 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. JMIR Publications 2019-04-18 /pmc/articles/PMC6495293/ /pubmed/30998224 http://dx.doi.org/10.2196/12432 Text en ©Joseph Fordham, Christopher Ball. Originally published in JMIR Mental Health (http://mental.jmir.org), 18.04.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Fordham, Joseph Ball, Christopher Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade |
title | Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade |
title_full | Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade |
title_fullStr | Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade |
title_full_unstemmed | Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade |
title_short | Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade |
title_sort | framing mental health within digital games: an exploratory case study of hellblade |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6495293/ https://www.ncbi.nlm.nih.gov/pubmed/30998224 http://dx.doi.org/10.2196/12432 |
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