COMPLETELY OFF THE RAILS. MENTAL ILLNESS IN GAMING · 2018. 12. 5. · COMPLETELY OFF THE RAILS....

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COMPLETELY OFF THE RAILS. MENTAL ILLNESS IN GAMING How does the Life Is Strange franchise represent mental illness? Is there a problem with the representation of mentally ill characters in modern gaming narratives? Look inside to find out! Fig 1. Screenshot of an outdoor scene taken by unknown artist from the video game Life Is Strange, Dontnod Entertainment 2015, https://wall.alphacoders.com/big.php?i=611180

Transcript of COMPLETELY OFF THE RAILS. MENTAL ILLNESS IN GAMING · 2018. 12. 5. · COMPLETELY OFF THE RAILS....

  •               COMPLETELY OFF THE RAILS.               MENTAL ILLNESS IN GAMING  

    How does the Life Is Strange franchise represent mental illness?

    Is there a problem with the representation of mentally ill characters in

    modern gaming narratives? Look inside to find out!

    Fig 1. Screenshot of an outdoor scene taken by unknown artist from the video game Life Is Strange, Dontnod Entertainment 2015,https://wall.alphacoders.com/big.php?i=611180

  • LIFE IS STRANGE'S PORTRAYAL OF CHARACTERS LIVING WITH MENTAL ILLNESS.

    MONSTERMISINTERPRETATIONOR AGONIZINGLYACCURATE? MENTALILLNESS IN GAMING.  

    Maxine "Max" Caulfield and Chloe Price

    Both Maxine Caulfieldand Chloe Price are therespective stars of theLife Is Strange franchise. As each of thesecharacters act as theprotagonists within theseries, it is important toaddress their struggleswith mental illness.

    It is widely believed that each of these characters strugglewith both depression and anxiety stemming as a result ofthe untimely deaths of their loved ones. 

    Kate MarshA supporting character withinthe first game, Kate Marsh isa student attending BlackwellAcademy who struggles withsevere depression andsuicidal ideation. 

    When most people think of video games, they acknowledge the action-orientated and violence-packed titles that line the shelves of the local gamestore. Unlike most mainstream games, however, the Life Is Strange franchisefocuses on the more quieter, 'meaningful' moments of life that everyone canrelate to. This is a gaming franchise that showcases the more hard-hitting,deeply emotional moments of life that impact us all.  From showcasing thehardships of young adulthood and even going as far to address theconsequences of suicide and untreated mental illness, this is a gamingfranchise unlike any other.  What many people fail to mention or closely analyze in modern gamingnarratives is its portrayal of mentally ill characters.  Although diversity andinclusion have since become driving factors of modern gaming narratives,there are still problems with the genre as a whole. The portrayals of mentalillness in gaming often perpetuate and encourage negative stereotypes ofmental illness. Most mentally ill characters in modern games are showcasedas something to be afraid of,they are portrayed as careless monsters who willeffortlessly slaughter any unlucky thing that crosses their path. What makesthe Life Is Strange franchise stand far apart from most mainstream games is itsportrayal of mentally ill characters. From both the good and the bad, thisgame accurately portrays the hardships mentally ill individuals often endure. 

    By: Adara Bingham

    She has a supporting role within the first gameand her character development solely relies onher emerging relationship with Max Caulfield.Although she becomes a strong character withinthe franchise, it feels as if she only really acts asa brief plot point to further the serious nature ofthe game. 

    Nathan Prescott

    Continue reading at next page >

    Acting as the antagonist of the first game, NathanPrescott becomes a sympathetic, yet intimidating villainwithin the franchise.  The majority of his dialogue andinteractions with other characters within this franchisereference his unstable relationship with his family.More often than not, his characterization reliesemphasizing or showcasing his schizophrenia orbipolar disorder. 

    Fig 1. Screenshot of an indoor scene taken by Adnan Riaz from the video game Life Is Strange,Dontnod Entertainment 2015, https://www.hardcoregamer.com/2018/09/03/return-to-arcadia-bay-

    in-upcoming-life-is-strange-welcome-to-blackwell-academy/311036/

    Fig 1. Screenshot of an indoor scene taken by Lucia Kitchen from the videogame Life Is Strange, Dontnod Entertainment 2015,

    http://luciasgamingreviews.blogspot.com/2015/06/life-is-strange-how-to-save-kate-marsh.html

    Fig 1. Screenshot of an indoor scene taken unknown artist from the videogame Life Is Strange, Dontnod Entertainment 2015, http://life-is-

    strange.wikia.com/wiki/File:Chloe_Max_Photo1.jpg

    Fig 1. Screenshot of an indoor scene taken by unknown artist from the videogame Life Is Strange, Dontnod Entertainment 2015, http://life-is-

    strange.wikia.com/wiki/File:LifeIsStrange_2015-05-23_11-41-57-74.jpg

  • "YOU'RE NOT A PROBLEM, CHLOE.  YOU'RE A PERSON."

    An important thing to take into consideration in regards to this

    game’s fanbase is its female-centric audience. The supporting

    characters and protagonists within this game are female, a large

    majority of them living with some form of mental illness as well.

    This is an keypoint in the diversity factor of the game's narrative as

    these female characters are not reduced to their gender or their

    mental illness. Even though this franchise may benefit from

    showcasing positive portrayals of female characters living with

    mental illness, the game struggles with its harmful representation

    of its antagonists who are mentally ill.

    In spite  of its eye-opening sequences and heart-wrenching scenes

    of agony,loss, and extreme hardship, Life Is Strange is not an

    entirely  perfect game in regards to its representation of the

    mentally ill. One of the biggest problems people have with the

    representation of mental illness in this game is Nathan Prescott.

    Acting as the primary antagonist for the first game and a

    supporting character in the prequel, it is noted that Nathan suffers

    from extreme paranoia, schizophrenia, and bipolar disorder. He is

    clearly unstable throughout the duration of the game, even going

    as far to harm other non-emotionally sound characters both

    physically and mentally.  More often than not, his characterization

    furthers the idea that those who are living with mental illness are

    to be feared.

    Positive portrayals of marginalized communities in video games

    act as an unfortunate rarity within mainstream gaming. The Life Is

    Strange franchise has earned worldwide applause and recognition

    for its positive portrayals of those living with mental affliction.

    The protagonist of the first game, Maxine, “Max”, Caulfield is an

    eighteen year old high-school student who has high hopes for the

    future in regards to her blooming photography career. Max, as

    well as her childhood friend, Chloe Price, both suffer from severe

    anxiety and depression. Both their anxiety and severe depression

    stemming as a result from the traumatizing and untimely deaths

    of their loved ones.

    Life Is Strange follows the story of Max and Chloe as they attempt

    to prevent a disastrous storm from hitting their hometown of

    Arcadia Bay, Oregon. Within the midst of the chaos and

    destruction, both Max and Chloe are tasked with saving their

    homely little town as well as the lives of the people who reside

    within it. The first game covers suicide, depression, and anxiety all

    while telling a meaningful story of the struggles that are

    associated with young adulthood.  

    MENTAL ILLNESS IN GAMING

    Fig 1. Screenshot of an scene taken by Crime Aquarmine from the video game Life Is Strange, Dontnod Entertainment2015, https://weheartit.com/entry/181164950

  • One of the main reasons as to why the Life Is Strange franchise earned its high praise and recognition is for its realism of the characters.

    Even with the supernatural elements attached to its story, audiences are still captivated by the characters and the hardships they

    endured. 

    Players who are mentally ill were found to have a stronger sense of eagerness to relate to what was portrayed to them in the game.

     Not only could the players  deeply relate to what was being shown to them throughout the game, but their mood also steadily

    increased by the time they completed the game. Ultimately, the representation of mental illness is something that is relatively unknown

    and unexplored within the video game genre, but it has the capability to introduce new ideas and stories to challenge popular culture’s

    typical portrayal of mental illness. 

    From showcasing severe depression, anxiety, and even the harsh realities surrounding suicide, this gaming franchise never fails to capture

    the melancholic tone of what living with mental illness is like. Yet, one of weaker points of this  and gaming as whole is its portrayal of

    antagonists who also happen to be mentally unsound. Most antagonists in video games are showcased with symptoms of uncommon or

    extreme forms of mental illness, which furthers the negative stereotypes attached to mentally ill individuals. People often choose to

    deliberately make their antagonists mentally ill in an attempt to make them more intimidating, which causes harm to those are actually

    living with a diagnosed disorder. Game designers often utilize the antagonist's or character’s mental illness as a means to showcase how

    they are to be afraid of, which furthers the idea that mental illness is frightening. Even though the Life Is Strange franchise has undeniable

    problems involving its representation of certain aspects of the more ‘extreme’ forms of mental illness, the overall realism of the characters

    and story is what makes this a stand-out title from most mainstream games.

    A shining rarity among mainstream gaming titles, Life Is Strange is a video game franchise that actively showcases how video games are

    able to act as effective, even inspirational forms of positive mainstream media. One of the main reasons as to why this gaming franchise

    rightfully earned its high appraisal was due to its positive, raw representation of not just strong female characters, but mentally ill female

    characters. This game stands out among the  highly competitive crowd for its ability to capture the struggles of mental illness that are

    often downright ignored or misinterpreted within the vast majority of mainstream video games. From showcasing severe depression,

    anxiety, and even the harsh realities of untreated mental illness, Life Is Strange always captures  the melancholic tone of what living with

    mental illness is like. Yet, one of weaker points of this  franchise and gaming as whole is its portrayal of antagonists who also happen to

    suffer from some form of mental illness.

    Even with all of the positives that this game introduces in regards to representation, it still highlights and perpetuates the idea that

    mentally ill people, particularly schizophrenics, are people to be afraid of. Even with its damaging portrayal of antagonists with mental

    illness, this gaming franchise has taken the steps to move forward to showcase just how important representation is for a widespread

    audience.  Regardless, the problems of the Life Is Strange games are so far and in-between that it does not derive from the content or the

    story.

    Fig 1. Screenshot of an  scene taken by Andrew Duncan from the video game Life Is Strange, Dontnod Entertainment 2015, https://www.gamegrin.com/reviews/life-is-strange-episode-5-polarized-review/

  • Works Cited

    Life Is Strange

    Life Is Strange: Before The Storm

    Poppelaars, Marlou, et al. “The Impact of Explicit Mental Health Messages in Video Games on

    Players' Motivation and  Affect.” Computers in Human Behavior, Pergamon, 18 Jan.

    2018,  www.sciencedirect.com/science/article/pii/S0747563218300256.

    Russon, Mary-Ann. “‘Life Is Strange: Before The Storm’ Tackles Depression.” BBC News, BBC,

    Sept. 2017, www.bbc.com/news/technology-41152814.

    Shah, Sachin. “Bullying, Depression and Suicide: Taking Responsibility in 'Life Is Strange',

    www.rcpsych.ac.uk/discoverpsychiatry/blogs/gamingthemind/bullying,depre ssion,suicide

    .aspx.

    Shapiro, Samuel, and Merrill Rotter. “Graphic Depictions: Portrayals of Mental Illness in Video

    Games.” Journal of  Forensic Sciences, Wiley/Blackwell (10.1111), 26 Oct. 2016, onlinelibrary.wiley.com/doi/full/10.1111/1556-4029.13214.