Published on in Vol 6, No 4 (2019): April

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/12432, first published .
Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

Authors of this article:

Joseph Fordham1 Author Orcid Image ;   Christopher Ball2 Author Orcid Image

Journals

  1. Strauss P, Morgan H, Wright Toussaint D, Lin A, Winter S, Perry Y. Trans and gender diverse young people's attitudes towards game-based digital mental health interventions: A qualitative investigation. Internet Interventions 2019;18:100280 View
  2. Ferchaud A, Seibert J, Sellers N, Escobar Salazar N. Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness. Frontiers in Psychology 2020;11 View
  3. Bass I. The Potential of Video Games for Enhancing Teaching History. International Journal of Management and Applied Research 2020;7(3):308 View
  4. Francillette Y, Boucher E, Bouchard B, Bouchard K, Gaboury S. Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility. Entertainment Computing 2021;37:100396 View
  5. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  6. Fisher J, Yoh N, Kubo T, Rundle D. Could Nintendo’s Animal Crossing be a tool for conservation messaging?. People and Nature 2021;3(6):1218 View
  7. Baker M. The visual and narrative rhetoric of mental health in Gris. Journal of Gaming & Virtual Worlds 2022;14(3):249 View
  8. Meinen L. Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames. Games and Culture 2023;18(7):919 View
  9. KARAARSLAN D, ERGİN D. ÇOCUKLARDA DİJİTAL SAĞLIK OYUNLARININ KULLANIMI. Izmir Democracy University Health Sciences Journal 2021;4(2):227 View
  10. van Lotringen C, Lusi B, Westerhof G, Ludden G, Kip H, Kelders S, Noordzij M. The Role of Compassionate Technology in Blended and Digital Mental Health Interventions: Systematic Scoping Review. JMIR Mental Health 2023;10:e42403 View
  11. Buday J, Neumann M, Heidingerová J, Michalec J, Podgorná G, Mareš T, Pol M, Mahrík J, Vranková S, Kališová L, Anders M. Depiction of mental illness and psychiatry in popular video games over the last 20 years. Frontiers in Psychiatry 2022;13 View
  12. Santos D, Zagalo N, Morais C. Players Perception of the Chemistry in the Video Game No Man’s Sky. Simulation & Gaming 2023;54(3):375 View
  13. Mason O, Westhead M. Senua’s psychosis in virtual reality: effects on mental health stigma. Behaviour & Information Technology 2023:1 View
  14. Kasdorf R. Representation of mental illness in video games beyond stigmatization. Frontiers in Human Dynamics 2023;5 View
  15. Freire-Palacios V, Jaramillo-Galarza K, Quito-Calle J, Orozco-Cantos L. Artificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review. Salud, Ciencia y Tecnología 2023;3:639 View
  16. Martinez K, Checa D, Bustillo A. Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice. Electronics 2024;13(2):281 View
  17. Stamou S, Apostolakis K, Ntoa S, Margetis G, Stephanidis C. Museum-Inspired Video Games as a Symbolic Transitional Justice Policy: Overview, Concepts, and Research Directions. Games: Research and Practice 2024;2(2):1 View
  18. McDermott V. Framing, agency, and athlete activism: The case of simone biles at the 2020 olympics. Public Relations Review 2024;50(2):102457 View
  19. Zuo X, TANG Y, chen y, zhou z. The Effects of Electronic Serious Games on Older Adults with Alzheimer's Dementia(AD) and Mild Cognitive Impairment(MCI): Systematic Review With Meta-Analysis of Randomized Controlled Trials (Preprint). JMIR Serious Games 2023 View
  20. Kreitler M. Playing with the Narrative of Mental Illness : Communication Beyond Serious Empathy games. BiD: textos universitaris de biblioteconomia i documentació 2024;(52) View
  21. Torabi S, Preston J. Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice. Societies 2024;14(9):170 View
  22. Mittmann G, Steiner-Hofbauer V, Dorczok M, Schrank B. A scoping review about the portrayal of mental illness in commercial video games. Current Psychology 2024;43(39):30873 View
  23. Anvari S, Hammer J, Wehbe R. "More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  24. Mirhadi S, Iacovides I, Denisova A. Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategies during Difficult Life Challenges. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View

Books/Policy Documents

  1. Lavrador E, Teixeira L, Kunz S. ArtsIT, Interactivity and Game Creation. View