scholarly journals Portraying Mental Illness in Video Games

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2020 ◽  
Vol 13 (21) ◽  
pp. 20-33
Author(s):  
Sky LaRell Anderson

This exploratory study examines three video games as case studies for how video games may portray mental illness through interactive, non-narrative design features. The analysis not only reports findings but also offers an evaluation for how video games might improve in how they depict mental illness. The games studied are What Remains of Edith Finch, Hellblade: Senua’s Sacrifice, and Doki Doki Literature Club. The analysis identifies how these games use audiovisual styles, control systems, game goals, and procedurality to portray mental illness. A report of the discovered themes precedes a discussion of innovations and weaknesses of those depictions of mental illness.

Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.


1988 ◽  
Vol 21 (6) ◽  
pp. 175-178
Author(s):  
S.A.C. Sanders
Keyword(s):  

2011 ◽  
Vol 23 (6) ◽  
pp. 421-427 ◽  
Author(s):  
Nancy P. Hanrahan ◽  
Donna Rolin-Kenny ◽  
June Roman ◽  
Aparna Kumar ◽  
Linda Aiken ◽  
...  

People with a serious mental illness (SMI) along with HIV have complex health conditions. This population also has high rates of poverty, difficulty in sustaining regular housing, and limited supportive networks. Typically, the combination of psychotropic and HIV medication regimens is complicated, changes frequently, and requires coordination among multiple providers. Furthermore, fragmented and divided primary health care and mental health care systems present substantial barriers for these individuals and for the public health nurses who care for them. In this article, we present “real world” case studies of individuals with SMI and HIV and the self-care management strategies used by nurses to address medication and treatment management, build interpersonal skills, and develop sustainable health networks. The case studies can be used for quality improvement discussions among practicing public health nurses and for instructing nursing students in a self-care management approach.


2018 ◽  
Vol 159 ◽  
pp. 457-469 ◽  
Author(s):  
Melek Ertogan ◽  
Gokhan Tansel Tayyar ◽  
Philip A. Wilson ◽  
Seniz Ertugrul

Author(s):  
Jan Cannon-Bowers

Despite the fact that people have been playing games since before recorded history, the field of Serious Games—as a scientifically valid and viable area of investigation and application—is really in its infancy. In fact, the rise in availability and popularity of video games is a relatively recent phenomenon and actual applications of video game technology to serious pursuits are relatively rare. That said, I believe that Serious Games are coming into their own, and predict that the next few years will witness an explosion of new games, design features and guidelines, success stories, and scientific findings regarding their effectiveness. How quickly and fruitfully this happens depends, in part, on how well the community of researchers, designers, developers, evaluators, and end users can come together to systematically conceive of, and deploy games for serious purposes. Haphazard attempts—i.e., those that do not build on the findings of others’ experiences—will retard the speed at which viable games are consistently produced. Likewise, rigorous evaluation of those games that are developed cannot be neglected or future developers will likely fall prey to the same problems and pitfalls as their predecessors.


Author(s):  
Maria Katsaridou ◽  
Mattia Thibault

Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it requires the implementation of appropriate analytic tools, both adaptable to different languages and media and able to reconstruct and motivate the isotopies woven into the net. In the authors' opinion, semiotics is particularly suitable for this task, for many reasons. The aim of this chapter, then, is to propose a semiotic methodology, oriented toward the analysis of the architextual aspects of video games. Two case studies will be taken into consideration, in order to shed some light on the inner working of architexts featuring video games, as one of their most relevant components: the horror genre and the high fantasy genre.


Author(s):  
John Martens ◽  
Mark Fecke ◽  
Justin Bishop ◽  
Russ Ogle

Functional testing is an essential part of the process of developing trust in safety-critical control systems. A typical life cycle for a control system begins with a functional specification, which defines the system functionality. An important step in the design-to-commissioning process is the on-line functional testing that typically precedes release for operation. The functional testing is usually the last step in verifying operation and validating the design of the control system with respect to the functional description. Functional testing can often be the last chance to catch costly mistakes that may result from a system performing in unexpected ways. Many aspects of functional testing need careful consideration, including identifying hazards that the system is to guard against, developing tests to validate the control system response to the potential hazards, and performing the functional tests. This paper includes several case studies that highlight incidents where the functional testing has caught flaws in the control system that could have lead to catastrophic failures. Additional case studies where functional tests were not completed and catastrophic failures did occur are discussed and the lack of functional testing in those cases is examined. A simple methodology for selecting control loops that may benefit from functional testing is presented and useful guidance documents are identified.


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