Mental health issues in video games

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From the start of her talk at the Game Developers Conference, Dr. Jennifer Hazel made it clear that the use of the phrase “mental illness” is not accurate. The correct term is “mental health issues.”

Hazel is the founder and executive director of CheckPoint, a mental health resource for gamers.

To illustrate the seriousness of mental health issues, including depression, anxiety, psychosis, personality disorder and post-traumatic stress disorder, she shared the following facts with us:

  • 25-50 percent of people have a mental health issue
  • 25 percent of people feel fearful around mentally ill people
  • 46 percent of people think mental health issues are an excuse for bad behavior
  • People with mental health issues are 10 times more likely to be violently attacked
  • Two-thirds of people with mental health issues never get help

Having suffered from mental health issues before, I was terrified by these facts. I was one of those two-thirds of sufferers who didn’t get help. Fortunately, I prevailed over my struggles.

Hazel introduced the audience to LAPSES, a tool that assesses whether a game is representing mental health issues accurately and realistically.

The acronym stands for language, accuracy, purpose, stereotypes, empathy and support.

Language

Language should be accurate and respectful, separate a person from his or her diagnosis and avoid stigma.

Accuracy

Portrayal of mental health issues should be realistic and executed through human characters. It should be guided by professionals and lived experiences.

Purpose

Consider the purpose of portraying mental health issues. Plot driver or motivation, character credibility and gameplay mechanics are examples of acceptable purposes.

Stereotypes

The game should challenge, not perpetuate, stereotypes and avoid glorification of harmful behavior.

Empathy

The game should promote sympathy, consider the whole human context and show examples within game characters.

Support

The narrative should model help-seeking behavior and point to relevant resources.

Shane from “Stardew Valley,” Senua from “Hellblade: Senua’s Sacrifice,” Retro from “Celeste,” Kratos from “God of War,” Joel from “The Last of Us” and Chloe from “Life is Strange” are all game characters that Hazel said effectively use part of LAPSES.

Hazel specifically noted “Hellblade: Senua’s Sacrifice” as the best example of a video game accurately representing mental health issues.

Mental health conditions are shrouded in myths, Hazel said. It is important to understand them accurately. She recommended starting with research when trying to represent mental health issues — understanding is the key. It’s important to avoid misconceptions, use proper vocabulary and show you care.

If you are a gamer struggling with mental health issues, visit CheckPoint to find help.