Experiential Depression and Anxiety Through Proceduralized Play

In this article we examine the portrayal of depression and anxiety in games that seek to utilize an experiential, metaphorical approach to the representation of these conditions. We theorize that, in addition to games that address these topics through more traditional, literal narrative and avatar-based representations, there are effective design methodologies that utilize abstract, experiential designs to provoke an emotional resonance and understanding of these conditions rather than depictions of characters who are depressed or anxious. To explore this concept, this article examines Fragile Equilibrium (Phelps, 2018a), a highly emotive (and carefully crafted) game that evokes concepts and emotional states such as depression, anxiety, and melancholy entirely without the use of characters, dialogue, or narrative. Fragile Equilibrium serves as a case-study for designed interaction that utilizes experiential gameplay. Its game mechanics seek to relate emotions, feelings, and perhaps even empathy through played experience. To date, Fragile Equilibrium is one of very few games that engages with mental health through experiential gameplay rather than narrative development, and thus it provides a unique point of reference when addressing complex issues of mental health through games and interactive media.

In considering this design methodology and its use in Fragile Equilibrium, this article first explains the concept of experiential, metaphorical games in general and why they might be effective given relevant design and learning theory. Then it examines the design and development of Fragile Equilibrium as an example of this kind of game. Following that examination, this article compares and contrasts how this game works similarly or dissimilarly to other games that have attempted similar representations of mental health. Finally, it examines player reactions to the game to determine whether this portrayal was effective in conveying the message to players beyond the design team. By examining Fragile Equilibrium through its gameplay, mechanics, and aesthetics, the authors argue that such experientially focused designs can be effective in portraying nuanced depictions of mental illness in ways that differ from more literal representations and can be effective in creating a sense of emotional resonance as a way of engaging players in these topics.

A Case Study of Fragile Equilibrium
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https://doi.org/10.1184/R1/12215417.v1