This research focuses on pushing forward the understanding of mental disorders portrayals in games, more specifically social anxiety, which still lies as a marginalized topic in this medium. In order to understand honest manifestations of social anxiety in games, the first step is to conduct a close reading of games made by people who suffer from this mental disorder. A collection of five indie games, all of autobiographical nature and featuring social anxiety as an important part of their text, was put together for this analysis. This was done embracing the need to address the representational complexity, in order to tap into such a nuanced and elusive topic as social anxiety, not to identify rights or wrongs, but to engage in a discussion...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
This exploratory study examines three video games as case studies for how video games may portray me...
This research focuses on pushing forward the understanding of mental disorders portrayals in games, ...
This research focuses on pushing forward the understanding of mental disorders portrayals in games, ...
Anxiety and depression cases have trebled within the last decade [1], with diagnoses of social anxie...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Socia...
This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Socia...
Social relationships are essential for humans; neglecting our social needs can cause discomfort or e...
Individuals have been using different types of platforms to share personal stories, the most common ...
This exploratory study examines three video games as case studies for how video games may portray me...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
This exploratory study examines three video games as case studies for how video games may portray me...
This research focuses on pushing forward the understanding of mental disorders portrayals in games, ...
This research focuses on pushing forward the understanding of mental disorders portrayals in games, ...
Anxiety and depression cases have trebled within the last decade [1], with diagnoses of social anxie...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Socia...
This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Socia...
Social relationships are essential for humans; neglecting our social needs can cause discomfort or e...
Individuals have been using different types of platforms to share personal stories, the most common ...
This exploratory study examines three video games as case studies for how video games may portray me...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or e...
This exploratory study examines three video games as case studies for how video games may portray me...