When you think of video games and mental health, what is the first thing that comes to mind? For many of you, you may think about the infamous relationship between violence and video games. However, this narrative is slowly changing in this day and age, reflecting a promising future. In this article, we’ll go over the history of mental health and video games, how it has changed in the present day, and what is set to come.
What was it like?
Video games have had a controversial history, especially in the media. In 2000, the American Psychological Association wrote an article which argued that playing combat-driven, violent video games increased aggressive thoughts and feelings. They thought video games were more harmful than violent films or shows as they are more interactive and immersive in nature, leading to more negative aftereffects. This claim may appear unsurprising. Video games have historically displayed and capitalised on negative representations of different mental health conditions, with many portraying them violent, dangerous, or incurable.
One study revealed that the 50 highest-selling video games from 2011 to 2013 included characterisations that were highly stigmatising, with many falling into stereotypes such as ‘homicidal manic’ or ‘narcissistic parasite’. This includes famous game franchises such as, Call of Duty, Borderlands,and Grand Theft Auto. Another study by Ferrari et al. had found that out of 100 games, almost all the characters were described in some way as ‘crazy’ or ‘mad’, with around 30-35% of the games depicting characters as violent, lonely or helpless. Despite these games being highly popular and loved by its community, its exploitation of mental health experiences is undeniable. In portraying these stereotypical characterisations, these games fed back into the stigma surrounding mental illness, leading to further misunderstandings and ridicule. From this, we can see how the theme of violence and aggression was woven through the media coverage of video games.
What is it like now?
In recent days, conversations surrounding the overly violent nature of video games have appeared to have changed their tune, with many going back on their previous claims. New research at the University of Oxford has found that there is no correlation between playing video games and aggressive behaviour, suggesting that previous studies may have been influenced by researcher bias. While this does not rule out the history of stereotypical and negative characterisations of mental illness, it does reduce the overwhelming suggestions that video games have adverse effects on players.
Instead, many discussions in the present day have begun to look towards the potential of video games in advocating for mental health awareness, as well as supporting those who are struggling with their symptoms. Games such as, Hellblade: Senua’s Sacrifice (2017) and Depression Quest (2013), have received critical acclaim for their attempts to depict the experiences of those who are struggling with symptoms of mental illness. Using the immersive and interactive qualities of video games, both games present the mental health journey of their main characters to the player. Not only does this bring awareness to the types of experiences and struggles that may be faced during someone’s mental health journey, but it also allows the player to further understand and sympathise with the different conditions.
There are some games on the market that have been described as possessing qualities that supportive and comforting for those who are having a difficult time with their wellbeing. It has an uplifting quality as people can see and relate with similar experiences of their own through a screen. Celeste, released in 2018, is a game which has been noted for its uplifting and emotive story. It follows the story of Madeline, a young woman with anxiety and depression who aims to climb up Celeste Mountain. During her journey, you must face the personified form of her self-doubt and tackle the challenges that come with scaling the mountain. The game boasts a beautiful soundtrack that accompanies the player on their journey, with messages of hope and self-discovery as Madeline progresses through her journey.
Looking at these examples, we can see how the gaming industry has grown and gravitated towards writing and producing games that attempt to respectfully depict and bring awareness to mental health issues.
What is to come?
With the further development of technology, the potential for video games continues to expand. In the future, this may result in the development of video games that explore a greater variety of stories and experiences of those who have struggled with mental health issues. Additionally, with the growing discussion and development of video games that attempt to faithfully depict such experiences, we could see a greater understanding of mental health experiences, reducing its stigmatisation and stereotyping.
Reference List:
Anderson, C. and Dill, K. (2000). Violent Video Games Can Increase Aggression. American Psychological Association. [online] Available at: https://www.apa.org/news/press/releases/2000/04/video-games.
Celeste. 2018. PC [Game]. Maddy Makes Games: Canada.
Depression Quest. 2013. PC [Game]. The Quinnspiracy.
Ferrari, M., McIlwaine, S.V., Jordan, G., Shah, J.L., Lal, S. and Iyer, S.N. (2019). Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games. JMIR Mental Health, [online] 6(5), p.e12418. doi:https://doi.org/10.2196/12418.
Hellblade: Senua’s Sacrifice. 2017. PC [Game]. Ninja Theory: Cambridge.
Przybylski, A.K. and Weinstein, N. (2019). Violent video game engagement is not associated with adolescents’ aggressive behaviour: Evidence from a registered report. Royal Society Open Science, [online] 6(2). doi:https://doi.org/10.1098/rsos.171474.
Shapiro, S. and Rotter, M. (2016). Graphic Depictions: Portrayals of Mental Illness in Video Games. Journal of Forensic Sciences, 61(6), pp.1592–1595. doi:https://doi.org/10.1111/1556-4029.13214.