There are numerous video games that depict mental health conditions, and Hellblade: Senua'sSacrifice (Hellblade) stands out as a remarkable example. This thesis studies the impact thisgame has on players’ own perceived awareness regarding mental health conditions by viewingthe subject through the lens of Transformative Play. Furthermore, the following study can informgame designers and researchers about design choices made to represent mental health conditions.Qualitative data gathered through two sets of semi-structured interviews, was analyzed todetermine whether players’ perceived mental health awareness had changed as a result of playingHellblade, and what transformative experiences arose. The results from this study found theplayers’ perceived awareness of mental health conditions to have changed after playingHellblade. Seen within the context of Transformative Play, this was due to players’ abilities toimmerse themselves into the main protagonist, resulting in the fictional character’s experiencesand perspectives spilling over to the player.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-505025 |
Date | January 2023 |
Creators | Torrisi, Efrem, Williams, Stefan |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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