"I Found it Cathartic": Exploring Empathy and Mental Health Awareness in Psychological Horror Vid...
Summary
TLDRFilipe Tomé from the Interactive Technologies Institute presents research on the intersection of empathy and mental health awareness in psychological horror video games. Focusing on games like Silent Hill 2, the study explores how these games foster empathy and challenge mental health stigmas. The research found that players formed emotional attachments to characters struggling with mental health, enhancing their awareness and empathy. The study emphasizes the importance of realistic portrayal of mental illness in games and suggests that collaboration with mental health professionals could improve narrative accuracy and player understanding.
Takeaways
- 😀 Mental health is often neglected by health and social systems, affecting millions worldwide.
- 😀 Psychological horror video games can raise awareness and enhance understanding of mental health issues.
- 😀 A more accurate and nuanced portrayal of mental health in video games can help shift negative stigmas into positive ones.
- 😀 Empathy in video games, especially in the psychological horror genre, offers players immersive experiences that can foster understanding of mental health.
- 😀 Silent Hill 2 is used as a case study to explore how psychological horror games can build empathy and awareness regarding mental health.
- 😀 The research shows how video games can be a powerful tool in increasing empathy through narrative-driven experiences.
- 😀 Participants in the study reported feeling strong emotional attachments to characters, particularly those like Angela, whose mental health struggles resonated with them.
- 😀 Psychological horror games allow players to broaden their perspectives on mental health by depicting characters with mental illnesses realistically.
- 😀 Playing psychological horror games like Silent Hill 2 is cathartic for players, helping them confront negative emotions in a safe environment.
- 😀 The research highlights the importance of character-driven storytelling in psychological horror games for addressing mental health issues.
- 😀 The study also emphasizes the value of involving mental health professionals or individuals with lived experiences in creating game narratives around mental health.
Q & A
What is the main objective of the research presented in the video?
-The main objective of the research is to explore how psychological horror video games can foster empathy and raise awareness about mental health issues.
Why is mental health awareness important in the context of this research?
-Mental health is crucial for overall well-being, yet it is often neglected by health and social systems, causing millions worldwide to suffer in silence. Raising awareness can enhance understanding and reduce stigma surrounding mental health.
How does the research plan to address mental health through video games?
-The research proposes creating video games to raise awareness about mental health, considering the vast number of active gamers. These games can potentially help in addressing mental health issues by providing realistic and relatable depictions of characters struggling with mental health problems.
How do psychological horror games portray mental health issues?
-Psychological horror games often depict characters with mental health problems, but these portrayals are frequently unrealistic and contribute to perpetuating stigma. The research aims to explore how a more accurate and nuanced representation can help shift these negative views.
What role does empathy play in psychological horror video games?
-Empathy is central to the research as it connects players to characters who experience mental health issues. The research examines how players’ empathy toward characters can be enhanced through interactive experiences in psychological horror games.
What methods were used to collect data for this research?
-The research involved qualitative data collection through semi-structured online interviews with eleven participants. Following the interviews, participants completed the Toronto Empathy Questionnaire to assess their levels of empathy.
Which game was used for the research and why?
-The game used for the research was Silent Hill 2. It was chosen due to its narrative-driven design, which includes complex characters dealing with mental health issues, making it a suitable example for exploring empathy and mental health awareness.
What were the main themes identified in the research findings?
-The main themes identified in the research include players’ attachment to characters' inner struggles, the ability to broaden perspectives on mental health through the game, catharsis during gameplay, the character-driven nature of the story, and the elicitation of cognitive empathy.
How did the participants feel while playing Silent Hill 2?
-Most participants reported feeling tense and anxious, especially during the first playthrough. They mentioned that the game's atmosphere and monsters contributed to a cathartic experience, allowing them to confront negative emotions and feel relief.
What is the significance of using professional mental health expertise in game development?
-The involvement of mental health professionals or individuals with lived experience in game development is important for creating authentic and sensitive portrayals of mental health. This can help counterbalance the negative stigma and ensure the depiction of mental health issues is respectful and accurate.
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