Digital Futures Conference - Unbinding Stigma Flashcards

1
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Slide 1: Introduction

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Hi, my name is Lakshya :) Today I want to talk to you about the potential of video games to combat mental health stigma. In a world where pixels and emotions can now intersect, join me as we embark on a quest to dismantle stereotypes, foster empathy, and level up conversation about mental health in gaming.

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2
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Slide 2: Unexplored implications

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While the effects of stigmatising mental health depictions have been studied, the impact of material culture and psychiatric settings in media, especially interactive mediums like video games, remains underexplored.

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3
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Slide 3: Bridging Gaps

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I’d like to discuss extending our focus beyond enhancing portrayals of mental health in characters. Let’s explore enhancing the environments and interactive elements they engage with. This can help counter the stigma tied to powerful psychiatric objects and settings.

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4
Q

Slide 4: Examining Horror Games

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In various video games, we see stereotypical representations not only extend to characters but also to objects and settings. My BSc research project involved three distinct games, each perpetuating stereotypes related to the straitjacket and restraint.

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5
Q

Slide 5: Symbolism and Themes

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Within the games I analysed, the straitjacket becomes a potent symbol, interwoven with themes of madness, fear and control. Restraint embodies a stereotype of brutal asylum treatment, whilst also framing individuals as insane and too dangerous to be freed.

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6
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Slide 6: Contribution to Stigma

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In gaming, interactive elements like controls and immersive visuals can amplify the portrayal of psychiatric themes and settings, potentially leading to harmful stigmatisation due to the heightened impact of encountering these elements in dynamic gameplay compared to passive media like film.

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7
Q

Slide 7: Importance of Reducing Stigma

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Psychiatric stigma can hinder help-seeking, sustain societal taboos, and affect care.For instance, Mind UK’s restraint report highlights the impact, emphasising the need for staff training and empathy to improve patient experience. Destigmatising these aspects of mental health is crucial.

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8
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Slide 8: Catalyst for Change

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You might be wondering, after explaining how video games can inadvertently contribute to stigma, why I believe they can be part of the solution. The same mechanics that contribute to stigma can also serve as powerful tools to combat it.

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9
Q

Slide 9: Collaborative Approach

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Enter “Hellblade: Senua’s Sacrifice,” known for its empathetic portrayal of psychosis. This game showcases how involving patients and healthcare experts in game development can destigmatize mental illness by nurturing empathy, highlighting the potential of such partnerships.

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10
Q

Slide 10: Positive Impact of Gaming

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Applying this approach to depict mental health settings and treatments in gaming can enhance understanding, bridging the gap to destigmatize mental illness by making treatment relatable. Sensitively portraying all aspects of mental health in games can cultivate empathy.

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11
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Slide 11: Empowerment Through Interaction

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Let’s tap into gaming’s strengths. Interactivity empowers, turning objects into tools and mechanisms. Digital bodies create a sense of presence. With AR and VR, games can become even more immersive, enabling firsthand exploration of mental health settings and items.

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12
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Slide 12: Personal Transformation

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Interaction in gaming offers agency, breaking barriers to understanding treatment experiences. AI and machine learning can personalise journeys, shaping environments based on user interactions, enhancing engagement and comprehension.

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13
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Slide 13: Myth Dispelling

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Games challenge mental health myths, as seen in “Hellblade: Senua’s Sacrifice.” Infusing patient perspectives into games can spark transformative conversations. Imagine a game representing restraint sensitively, that allowed openly sharing experiences of restraint and replacing shame with understanding.

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14
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Slide 14: Inclusive and Diverse Design

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To debunk myths, we need a solid knowledge foundation. Engaging diverse stakeholders—patients, healthcare pros, families, even historians—builds a comprehensive portrayal of mental health. This inclusivity fosters understanding, dismantling misconceptions.

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15
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Slide 15: Ethical Development

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Balancing sensitivity and creativity in representing personal and challenging experiences like medication, hospitalisation, restraint, or therapy is essential for engaging narratives that foster empathy when bringing in stakeholders.

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16
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Slide 16: Therapeutic Potential

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Games can also rise above stigma, becoming therapeutic tools for mental health. “Celeste” and “Adventures with Anxiety” exemplify this, aiding players in navigating tough emotions. So games have potential to both reduce stigma on a societal level, and provide personal, individualised support.

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Slide 17: A Medium for All

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Diverse game styles cater to various ages, tastes, and abilities, offering endless creative opportunities. Games can be accessed through PCs, games consoles, apps, and phones, ensuring broad inclusivity.

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Slide 18: Global Impact

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Video games, with their global reach, connect diverse people and have the potential to shape attitudes toward mental health on a massive scale, even impacting popular culture and social media. This could lead to positive shifts in societal perceptions of mental health treatments and environments.

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Slide 19: Call to Action

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So let’s bring gamers, clinicians, patients, and developers together to build a platform that offers insights into mental health, dismantling stigma by reshaping how we perceive mental health treatments and settings through collaborative efforts.

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Slide 20: Transformation and Conclusion

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Through precise portrayal and collaboration, video games can revolutionise perceptions and combat mental health stigma surrounding treatment and environments as well as people. Let’s unlock their potential for understanding, support, and empowerment. Thank you for listening! 🙂