Mental Health, Illness, Crunch, and Burnout: Discourses in Video Games Culture

dc.contributor.author Anderson, Sky
dc.contributor.author Orme, Stephanie
dc.date.accessioned 2021-12-24T17:46:38Z
dc.date.available 2021-12-24T17:46:38Z
dc.date.issued 2022-01-04
dc.description.abstract This study investigates how video games culture addresses mental health and illness. Through a discourse analysis of eighty-three articles from four popular video games news websites, this paper describes the primary conceptions of mental health and illness as created in games culture. The study also targets how the news articles address the notions of burnout and crunch time in the games industry and how they relate to mental health and illness. The findings reveal seven thematic categories for how games journalism discourses address mental health and illness, with over half of the articles showcasing issues of game character portrayals. Only seven of the articles described burnout and crunch time as being related to issues of mental health and illness. An analysis of the findings suggests an overemphasis on both celebrating and critiquing video game portrayals of mental illness and an under-emphasis on advocacy and work-related issues in the games industry.
dc.format.extent 8 pages
dc.identifier.doi 10.24251/HICSS.2022.385
dc.identifier.isbn 978-0-9981331-5-7
dc.identifier.uri http://hdl.handle.net/10125/79719
dc.language.iso eng
dc.relation.ispartof Proceedings of the 55th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Games and Gaming
dc.subject burnout
dc.subject crunch
dc.subject mental health
dc.subject video games
dc.title Mental Health, Illness, Crunch, and Burnout: Discourses in Video Games Culture
dc.type.dcmi text
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