Grocery run: a game to reduce stigma through identification

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Authors
Hultquist, Gwyn
Advisor
Moloney, Kevin
Issue Date
2024-12
Keyword
Degree
M. A.
Department
Other Identifiers
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Abstract

Stories can shape the way we see the world, especially in interactive media like video games. With players having direct agency in the narrative, this can increase a player’s identification with a playable character in the story and lead to an impact on the player's opinions by seeing through a different perspective. Games like Hellblade: Senua’s Sacrifice use this heightened level of identification to reduce the stigma associated with those who experience mental health difficulties, but some games reinforce negative stereotypes through misrepresentation. Utilizing previous research on loneliness and leveraging the increased transportation and subsequent identification of interactive storytelling, a game designed to depict loneliness in an accurate and empathetic way was created. By creating this portrayal of mental health struggles Grocery Run may reduce the stigma players may hold towards loneliness by seeing through the lens of a character who struggles with these difficulties.