Design solutions and Challenges: Mental health representation in games

Psychgeist
16 Nov 202213:41

Summary

TLDRThis talk explores the challenges and solutions surrounding mental health representation in video games. Dr. Rachel Cowart and Dr. Kelly Dunlap discuss how mental health has traditionally been misrepresented in media, particularly in games, where harmful tropes like the ‘homicidal maniac’ are common. They highlight the positive potential of games like *Hellblade: Senua’s Sacrifice* to reduce stigma and foster empathy. Dr. Dunlap introduces a 3D model to categorize representations of mental health in games, urging developers to consider the depth and intent behind these portrayals to create more accurate, respectful depictions of mental illness.

Takeaways

  • 😀 Mental health representation in games is important due to the influence games have on societal views of mental illness.
  • 😀 Media portrayals of mental illness have historically been negative, often depicting individuals with mental illness as violent or dangerous.
  • 😀 Video games offer a unique opportunity for portraying mental health, as they can incorporate mental health themes in both characters and game mechanics, such as sanity meters.
  • 😀 Studies show that negative portrayals of mental illness in media, including games, can reinforce harmful stereotypes and discourage help-seeking behaviors.
  • 😀 Positive and accurate representations of mental health in games, such as in 'Hellblade: Senua’s Sacrifice,' can reduce stigma and improve attitudes toward people with mental illness.
  • 😀 The gaming industry, with billions of players worldwide, has a massive cultural impact, making the representation of mental health in games highly significant.
  • 😀 Games can be a tool for social change when mental health is represented with depth, reducing stigma and promoting empathy toward mental illness.
  • 😀 The 3D model of mental health representation is a framework developed to capture the wide range of ways mental health can be represented in games, not just through characters but also through environments and mechanics.
  • 😀 Three types of mental health representation in games are described: one-dimensional (surface level), two-dimensional (essential but shallow), and three-dimensional (deep, fully realized representations).
  • 😀 Games developers and researchers must be intentional when incorporating mental health representation, aiming to normalize help-seeking behavior and portray mental illness with respect and depth.

Q & A

  • What is the focus of the talk given by Dr. Rachel Cowart and Dr. Kelly Dunlap?

    -The talk focuses on mental health representation in video games, discussing the challenges and solutions related to how mental health and mental illness are depicted in the gaming industry.

  • What is the significance of mental health representation in games according to the speakers?

    -Mental health representation in games is important because digital games are the dominant cultural media form of the 21st century, and they can influence societal perceptions and reduce stigma around mental health, especially when portrayed accurately and responsibly.

  • How has mental health been historically portrayed in media, according to the talk?

    -Historically, media portrayals of mental health have often been negative, exaggerated, and inaccurate. They frequently depict individuals with mental illness as violent, criminal, or dangerous, despite the fact that such individuals are more likely to be victims rather than perpetrators of violence.

  • What role do game mechanics play in the representation of mental health in video games?

    -Game mechanics can depict mental health not only through characters and narratives but also through elements like sanity meters and in-game decisions, offering a unique way to represent mental health in interactive media.

  • What was the result of the study on mental illness portrayals in top-selling video games between 2011 and 2013?

    -The study found that 24% of top-selling games from 2011 to 2013 depicted one or more mentally ill characters, with 69% of these characters exhibiting violent behavior, reinforcing the 'homicidal maniac' trope in many games.

  • What are some examples of games that offer positive mental health representation?

    -Games like 'Hellblade: Senua's Sacrifice', 'Stardew Valley', 'Sea of Solitude', and 'Celeste' are highlighted as examples that provide positive, thoughtful representations of mental health.

  • How does exposure to negative media portrayals of mental illness affect public perception?

    -Exposure to negative portrayals of mental illness is linked to more negative, stereotyped perceptions of those with mental health issues and can decrease the likelihood of individuals seeking help for mental illness.

  • What is the significance of the 'Hellblade: Senua's Sacrifice' study mentioned in the talk?

    -The study found that playing 'Hellblade: Senua's Sacrifice', which accurately portrays psychosis, reduced the stigma around mental illness and made players feel more comfortable interacting with people showing signs of mental illness.

  • What is the 3D model of mental health representation developed by Dr. Kelly Dunlap?

    -The 3D model is a framework designed to better capture the various ways mental health and mental illness are represented in video games, including not just characters but also environmental and mechanical depictions.

  • What are the three types of mental health representations discussed in the talk?

    -The three types of mental health representation are: 1) One-dimensional representations, where mental illness is acknowledged but not explored in depth; 2) Two-dimensional representations, where mental illness is central but not fully developed; and 3) Three-dimensional representations, which provide a deep, respectful exploration of mental health.

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Related Tags
Mental HealthGame DesignRepresentationStigma ReductionGaming CommunityPsychologyCharacter DevelopmentGame MechanicsHealth EducationInclusive Design