There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represe...
As more and more people worldwide play online games, identifying how games can help or harm players'...
Mental illness has always been a tricky subject for us to tackle as a society due to the social stig...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
There is a wealth of research on the depiction and impact of mental health representations in tradit...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
This study investigates how video games culture addresses mental health and illness. Through a disco...
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...
The development of digital technologies is rapidly providing mental health researchers and clinician...
This exploratory study examines three video games as case studies for how video games may portray me...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Over the recent years, mental health has become a major disease burden globally. Untreated mental il...
Individuals have been using different types of platforms to share personal stories, the most common ...
This study is about possibilities for improving representation of mentally ill characters in rolepla...
As more and more people worldwide play online games, identifying how games can help or harm players'...
Mental illness has always been a tricky subject for us to tackle as a society due to the social stig...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...
There is a wealth of research on the depiction and impact of mental health representations in tradit...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
This study investigates how video games culture addresses mental health and illness. Through a disco...
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...
The development of digital technologies is rapidly providing mental health researchers and clinician...
This exploratory study examines three video games as case studies for how video games may portray me...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Over the recent years, mental health has become a major disease burden globally. Untreated mental il...
Individuals have been using different types of platforms to share personal stories, the most common ...
This study is about possibilities for improving representation of mentally ill characters in rolepla...
As more and more people worldwide play online games, identifying how games can help or harm players'...
Mental illness has always been a tricky subject for us to tackle as a society due to the social stig...
Millions of people are suffering from mental health issues worldwide, while service providers are lo...