“Representation is the key to kickstarting discussion, and video games have taken a woefully one-dimensional approach in the mental health conversation. While there’s no shortage of mental health-related content in today’s games, it falls into one of two specific camps, neither of which confront the complex and nuanced issues with the empathy and consideration they deserve.” – Patrick Lindsey
“Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment.” – Depression Quest
“Actual Sunlight is a short interactive story about love, depression and the corporation. The game puts you in the role of Evan Winter, a young professional in Toronto, as he moves through three distinct periods of his life. The story is linear, unavoidable and (hopefully) thought-provoking. You experience his perceptions, fall under the consequences of his decisions, and meet everyone who didn’t change him.” – Actual Sunlight
Forget-Me-Knot is a depiction of Alzheimer’s disease created by Alexander Tarvet. “Alzheimer’s disease is a devastating condition for everyone affected and their loved ones, and through playing Forget-Me-Knot the player gets an immediate sense of the confusion the character feels,” reports the BBC. “Computer games are one of the greatest ways to let people safely…
Curator: Steve Wilcox Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the co-founder & former editor-in-chief of First Person Scholar.