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Accepted for/Published in: JMIR Mental Health

Date Submitted: Oct 5, 2018
Open Peer Review Period: Oct 11, 2018 - Nov 8, 2018
Date Accepted: Mar 2, 2019
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

Fordham JA, Ball C

Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

JMIR Ment Health 2019;6(4):e12432

DOI: 10.2196/12432

PMID: 30998224

PMCID: 6495293

Framing Mental Health within Digital Games: A Case Study of Hellblade: Senua's Sacrifice

  • Joseph Aaron Fordham; 
  • Christopher Ball

ABSTRACT

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 mental illness within digital games typically promote 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 analysis of a new game which has the potential to change the way researchers 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 Goffman's (1974) frame analysis to show how design choices and player reception for this game present the potential for new ways of approaching games and mental health.

Results:

Research shows that both mental health researchers and game designers have struggled to develop successful guidelines for collaborations. The depiction of psychosis within Hellblade: Senua's Sacrifice shows how research-informed design can lead to innovative use of technology and game mechanics to create embodied experiences of mental health to promote empathetic understanding or mental health interventions.

Conclusions:

This paper highlights an exemplary case of collaborative game design with 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, but also contextualize the experience of those who play these games.


 Citation

Please cite as:

Fordham JA, Ball C

Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

JMIR Ment Health 2019;6(4):e12432

DOI: 10.2196/12432

PMID: 30998224

PMCID: 6495293

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.