maandag 25 maart 2019

Psychological video games


The NY Times has an article (Depressed and Anxious? These games want to help) that discusses a variety of games that aim to inspire people with mental health problems. Some excerpts:

In the coming adventure video game Sea of Solitude, the main character — a young woman named Kay — navigates a partly submerged city as she faces a multitude of red-eyed scaly creatures. None are as terrifying as her own personal demons. As the game progresses, Kay realizes the creatures she is encountering are humans who turned into monsters when they became too lonely. To save herself, she fights to overcome her own loneliness. Kay was modeled after the game’s creative director, Cornelia Geppert of Jo-Mei Games, an independent game studio, who struggled after a 2013 breakup.


Last year, a game called Celeste explored depression and anxiety through a protagonist who had to avoid physical and emotional obstacles. In 2017’s fantasy action-adventure video game Hellblade: Senua’s Sacrifice, a young Celtic warrior deals with psychosis.
Other games in recent years, including Night in the Woods and Pry, have delved into self-identity, anger issues and post-traumatic stress disorder. All followed the 2013 interactive fiction game Depression Quest, which asked players to step into the shoes of a character living with depression.

“Mental health is becoming a more central narrative in our culture, with greater efforts to normalize mental health challenges,” said Eve Crevoshay, executive director of Take This, a nonprofit that educates video game developers on best practices around portraying mental health. (Take This was founded in 2013 after the suicide of a video game journalist prompted a debate about the issue.)

she felt a connection to the protagonist of Night in the Woods, Mae, a college dropout who returns to her hometown but struggles to reconnect with family and friends. 


Makers of mental health games said they had seen a similar reaction from other players. After the 2016 simulation role-playing game Stardew Valley — which does not punish players for not completing tasks and creates a slow-paced atmosphere where the objective is to take care of a run-down farm — was released, Eric Barone, the game’s creator, received hundreds of messages, he said. Players wrote to share their stories of how the game helped them cope with difficult periods in their lives.
 
Some makers are now developing games to explicitly promote better mental health. Orpheus Self Care Entertainment, a start-up that was founded last year, is publishing virtual reality games in which players practice mindfulness and meditation through activities like dancing.

IThrive Games Foundation, a nonprofit that aims to improve mental health in teenagers through games and education, is also working on a new mobile game for teenagers who suffer from anxiety.

Geen opmerkingen:

Een reactie posten