背景:研究人员和治疗师越来越多地转向数字游戏,为患有各种心理健康问题的人提供新形式的治疗和干预措施。然而,在数字游戏中描述精神疾病通常会促进那些有心理健康问题的人的污名化版本。最近,更多的游戏试图对精神健康状况进行更现实和尊重的描述。
目的:本文对当代游戏进行了探索性分析,该游戏有可能改变研究人员的方式,从业者,游戏设计师在游戏的背景下探讨心理健康的话题。
方法:使用框架分析对Hellblade:Senua的牺牲进行了案例研究,以说明该游戏的关键设计选择如何为游戏和心理健康提供新方法的潜力。
结果:对Hellblade开发的案例研究表明,与心理健康从业者进行研究知情的协作设计,科学家,有心理健康问题的人可以在游戏中对精神疾病进行真实的描述。此外,框架分析的使用展示了如何驾驭叙事,力学,以及创造心理健康体验的技术,这有可能促进移情理解。
结论:本文重点介绍了一个与心理健康相关的娱乐目的协作商业游戏设计的示例性案例。了解Hellblade对精神病的描述的成功可以改善严肃的游戏研究和设计。进一步的研究必须继续提供更深入的分析,不仅是描绘精神疾病的游戏,还有它们背后的设计过程。
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.