Men’s causes of death by suicide are statistically higher than for women. A reason for this seems to be that men culturally have fewer tools to handle mental health issues compared to women. Studies show that articulating our emotions helps us understand and cope with negative emotions. Studies also show that men usually have a harder time getting help for their issues, especially mental health issues. The majority of people playing videogames are men, statistically. This study aims to provide a deeper understanding of how narrative games could benefit young men's mental health. Through qualitative research, 7 respondents were interviewed on their emotional experiences and what motivates them to play narrative e-games. With the support of previous studies, we conclude that narrative games can result in a deeper understanding of mental health and contribute to selfreflection. This paper suggests that further research is required to establish a framework of future strategies to achieve positive effects for gamers.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-183664 |
Date | January 2021 |
Creators | Edlund, Patrik, Lindberg, Tove |
Publisher | Umeå universitet, Institutionen för informatik, Umeå universitet, Institutionen för informatik |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Relation | Informatik Student Paper Bachelor (INFSPB) ; 2021.34 |
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