This study is about possibilities for improving representation of mentally ill characters in roleplaying computer games. The areas of improvement are empathy for the characters by the players, enjoyment of the game by players, and more accurate depictions of mental illness in computer games. The qualitative study created three unique character concepts, each with two backstories/game concepts, and interviewed respondents on the three aforementioned areas. The research focused on common stereotypes held in modern society and the history of these embedded beliefs, as well as what mental illness really looks like and how negative stereotypes affect an audience. The research also covers current representation of mental illness in video games an...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
Depression is a common mental health issue in today’s society, unfortunately, mental healthcare is n...
The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. So...
This study is about possibilities for improving representation of mentally ill characters in rolepla...
This study is about possibilities for improving representation of mentally ill characters in rolepla...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
Individuals have been using different types of platforms to share personal stories, the most common ...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
There is a wealth of research on the depiction and impact of mental health representations in tradit...
There is a wealth of research on the depiction and impact of mental health representations in tradit...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
Depression is a common mental health issue in today’s society, unfortunately, mental healthcare is n...
The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. So...
This study is about possibilities for improving representation of mentally ill characters in rolepla...
This study is about possibilities for improving representation of mentally ill characters in rolepla...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
This exploratory study examines three video games as case studies for how video games may portray me...
Individuals have been using different types of platforms to share personal stories, the most common ...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
There is a wealth of research on the depiction and impact of mental health representations in tradit...
There is a wealth of research on the depiction and impact of mental health representations in tradit...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
Depression is a common mental health issue in today’s society, unfortunately, mental healthcare is n...
The purpose of this thesis was to find out if video games could possibly improve one’s wellbeing. So...