Doing some quick research into games and mental illness - both how it’s portrayed, how they can be used to promote understanding, how they can be used as therapeutic tools.
I also watched Spirited Away yesterday (one of my favourite films). Slight tangent: I really like how nuanced the villains are in this film (and some other Ghibli films). They are never just an outright psychopath - aren’t we bored of that trope yet? - but more like someone who has their own agenda. They may be selfish, or greedy, or a bit callous, but they are rarely downright evil - they are still just flawed humans (I mean, maybe not *technically* human, but human in character). I’d love to see more of this in game narratives.
Possible things I’d like to achieve with a game for social change:
- Help people relate to depression when they have no experience of it
- Help dispel specific myths around depression and mental illness, in a more factual/scientific way
- Help uplift people suffering with depression
- Help people with depression feel less isolated
- Help generate a discussion around depression
- Help equip people who have a friend or family member who suffers depression to deal with it
I’m also thinking about what it would look like to build a community of people in creative tech interested creating change. It feels like such a huge proportion of people I know in these industries suffer from depression, yet so few are talking openly about it.