After exploring the virtue of video games in class, specifically “Florence” and “Monument,” I wanted to further delve into the world of games created for purposes beyond mere pleasure. In this week’s article, the author discussed the video game, “Sea of Solitude,” which was created to help those overcome feelings of loneliness. The creator of the game crafted the idea when she felt like she had no outlet to salvage herself from her disparity. In this game, the main character, Kay, encounters subjects that became creatures when they reached their brink of loneliness. To avoid turning into a monster herself, Kay tries tirelessly to fight against her own feelings of solitude.
This game is just one example of how the media world is tackling issues beyond their once-intended scope of purpose. Other games, “Celeste” and “Hellblade: Senua’s Sacrifice” also involved protagonists dealing with mental health issues including anxiety, depression, and psychosis. This is reflective of the growing conversation about mental health. Mental health is at the crux of our culture’s narrative, which makes it less taboo to talk about. What differentiates video games from other forms of media is its interactive nature. Unlike movies and television shows, which allow audience members to passively watch a story unfold, video games force users to interact, connect, and engage with the issues head-on. Video games can be a “more effective way of bouncing back from negative moods than passive forms of media like TV or movies.”