McGibney Pierce, Luke Simeon (2023) Playing with Perceptions: A mixed-methods exploration of video game player responses to video games as contemporary mental health de-stigmatisation tools. A study of the video game, “Hellblade, Senua’s Sacrifice” (2017). Master of Science thesis, Dublin City University.
Abstract
The rise in mental health issues, compounded by the COVID-19 pandemic, has necessitated novel approaches for both mitigation and de-stigmatisation. In light of the increased prominence of video games as immersive entertainment during the same period, this thesis
examines the potential of video games to serve as tools for de-stigmatising mental health issues, with a specific focus on Hellblade: Senua's Sacrifice (Ninja Theory, 2017). Despite a growing body of research on game portrayals of mental health issues and their psychological effects on players, there have been no prior enquiries into the perspectives and opinions of players and their thoughts on how gamers and the wider public would receive such games.
This study addresses the gap by investigating the perceptions of a specific cohort— individuals with a strong interest or expertise in video gaming—recruited from university societies and Irish national gaming groups. Data was collected via an online survey and a subsequent playtest of Hellblade, followed by a semi-structured interview. The goal was to acquire insights into participants' responses to the portrayal of psychosis in Hellblade, their views on the role of video games in de-stigmatizing mental health, their beliefs on the reception of such games by gaming communities and the broader public, and their
suggestions for enhancing video games as tools for mental health de-stigmatization. The majority of participants, predominantly male-identifying gamers aged 18-34 with completed 3rd-level education, supported using video games for de-stigmatisation, highlighting the importance of authenticity, player autonomy, and the continued inclusion of diverse perspectives regarding mental health issues during development. However, participants also noted potential pitfalls, such as over-sensationalising mental health issues and the complexity and cost of current gaming technology as barriers to widespread adoption.
Participants suggested leveraging more popular forms of entertainment such as online videos, live-streaming by online influencers, and incorporating alternative forms of media concurrently with video games to reach a broader, non-gaming audience. Despite its limitations, this study provides a foundational understanding of the opinions and
requirements of gamers for developing effective de-stigmatising video games. It suggests avenues for future research, including creating an open-source 'Conceptual Framework' database for sharing best practices in de-stigmatizing game development, exploring the efficacy of more approachable media in de-stigmatizing mental health, and developing
cohort-specific de-stigmatizing programmes. Overall, this study underscores the growing potential of video games as de-stigmatizing tools and the need for further research and investment to optimise their effectiveness and broaden their reach.
Metadata
Item Type: | Thesis (Master of Science) |
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Date of Award: | September 2023 |
Refereed: | No |
Uncontrolled Keywords: | Video games, video game player responses, mental health |
Subjects: | Medical Sciences > Mental health |
DCU Faculties and Centres: | DCU Faculties and Schools > Faculty of Science and Health |
Use License: | This item is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 License. View License |
ID Code: | 30734 |
Deposited On: | 10 Feb 2025 14:17 by Gordon Kennedy . Last Modified 10 Feb 2025 14:17 |
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