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Author of queer, wry sci fi/fantasy books.
Showing posts with label prejudice. Show all posts
Showing posts with label prejudice. Show all posts

Saturday, 20 September 2014

Press 'X' for Prejudice: Mental Health in the Gaming World, Part 2

Hello, hello!

A note before we get underway: I will be referring to and linking to descriptions of various disorders. If you identify with these symptoms and experiences, you may want to consult a specialist. I am not a diagnostician or psychiatrist, and you probably aren't either, so don't diagnose yourself based on a few links on the internet. 


Okay, so, with that done--let's get back to the tea in China, as my mother says. As a reminder, the issue was  this article. I agree, but not completely. Last week, we broke down what mental health issues mean, and this week, we'll talk about it in relation to gaming.




Source. I know it's got a watermark. But a broken screaming mirror-head was too cool to resist.

What does this have to do with gaming? 


As mentioned, games love to use insanity as a device. Sometimes it's portrayed really badly and inaccurately--but sometimes, that's actually okay. Lovecraft's monsters have less to do with schizophrenia than they do with tapping into the psychedelic experiences caused by substance use (a theme in a few of the stories, actually) and tapping into the fundamental fears of childhood. Anyone who's cuddled up under the covers, clutching a pillow or toy frantically, trying to avoid breathing or moving--paralysed by fear of imaginary beasts under the bed, in the hall, or in the closet, can understand where Lovecraft is coming from. Then, too, the insane and unworldly logic of dreams and the bizarre things our minds combine influence a lot of games. The stuff my own brain has come up with as a result of the unusual serotonin and dopamine levels experienced during REM ended up inspiring a series and a whole bunch of short stories. In a way, video games are not playing on real mental health disorders, but on the vagaries of healthy minds when they stray in dark directions.


But...but...what's wrong with that? 



The issue is that people might be getting the wrong idea about how mental health works from these games. Obviously, there's also the problematic (push the buzzer because I said the 'p' word, do it, I dare you) treatment of mental health issues everywhere else in the media, too. People are gradually becoming more aware of it, especially with all the shootings in the States lately, but the problem is what you might call a "piling on" effect. Sure, books often have better depictions, but not everyone reads a lot, and not all books are accurate about the matter, either. And just because everything else is crappy, doesn't mean games should aim for the lowest common denominator in quality.

Mental health issues do not make someone violent just because they exist, for the most part. But gaming is just beginning to figure that out. I don't think we need to keep heroes homebound for weeks--though montages would handle the problems with that nicely--but it should be an option, shouldn't it? It's a challenge for writers, but challenges in writing keep one sharp and improve storytelling abilities.

Another consideration is representation, which has a very positive effect on self-perception and long-term success. People mock Tumblrites for self-diagnosis, but anxiety and other disorders actually appear to be more prevalent than we expected anyway. So while the internet might not be the best way to figure out if something is wrong with you, sometimes it's a good place to find help. Sometimes. And by offering better depictions in games, there is a chance that gamers will find ways to deal with their own demons.


Do we need to fix it? 


Well, actually, yes. There needs to be more of a crowbar between the fictionalized depictions of insanity, which are artistic, and the portrayals of real disorders. It would be nice if more writers and artists actually spoke to people with mental health issues and flipped through the DSM list to get a better idea of what they're trying to depict. One game that actually humanized people with mental health issues pretty well and dealt with therapy (in a very metaphorical way) was Psychonauts, mentioned above. Dead Space and Mass Effect 3 actually touch on PTSD, but don't really resolve it. Also, mental health issues tend to magically dissolve until they're needed for plot reasons, and they really don't work like that in real life.

Things are changing, however; just the fact that Depression Quest exists is a massive step forward. Thisthisthis, and this may be relevant to your interests if you're looking for realistic games. I will warn you that the last one is so creepy, I noped out part of the way through.

So, on that perky note, I can only say--sweet dreams, readers. Remember--real life is even more terrifying than anything that could possibly happen in a game.

*Edit*--a wonderful and very articulate article about video games and the potential they have to teach people compassion appears here.



*****
Thanks for dropping by the nest once again. Don't miss any of the phuquerie. Find Michelle on TwitterFacebook, and on Tumblr, and find her work on Amazon. Check back on the blog to see when one of the irregular posts has careened onto your feed. This is the one and only SciFiMagpie, over and out! 

Wednesday, 17 September 2014

Pass the Prozac: Mental Health in the Gaming World, Part 1

Hello, hello!

A note before we get underway: I will be referring to and linking to descriptions of various disorders. If you identify with these symptoms and experiences, you may want to consult a specialist. I am not a diagnostician or psychiatrist, and you probably aren't either, so don't diagnose yourself based on a few links on the internet. 


So, this post has been a long time coming. So long, in fact, that I got the idea from working on the Psychonauts review a while back. Yeah, I know. That was a while ago.

Why pick it up again, then? Partly it was that the idea refused to die. I really like fictionalized depictions of madness--before I got into Lovecraft, there was Shakespeare, and before him, Diana Wynne Jones actually covered it pretty well in her series, too. And video games love using artistic renderings of madness.

Then I saw this. And though it's well-intentioned, I don't think the writer understands mental health issues as well as they think they do. The comments section betrays a lot of the same misunderstandings, though it's not as bad as, say, Youtube. How dare I say that, though? On what basis can I claim to have a good understanding of mental health--in the real world, not just in fiction?




Source. Not shown: an accurate representation of actual retrograde amnesia or the horrible face-melty monster. You're welcome.

How about some background? 



Before I let myself become a writer, I thought I had to be a child psychiatrist or psychologist. I like kids, after all, and I like helping people; it seemed like a good use of my skills, curiosity, and intellect. Then I actually completed my degree in Addictions Counselling. That included not only lab experiences with undergoing forced counselling and forcibly counselling other students--the emotional equivalent of The Hunger Games--but practical classes in neuroscience and a lot of time working with the DSM-IV. I hated the degree by the end of it, but I stuck it out to the finish line.

In "the real world", I've also worked with two government organizations that provide funding to people with disabilities--including front-line service that involved a lot of patient interaction. They were both great experiences, though I have to admit I'm glad I get to work on editing instead. I wasn't working as a counsellor in either position--my degree ruined that for me--but I was interacting with patients and families regularly.

Then there's the real life stuff. Close friends, family members, my partner--all of them have struggled with mental health issues of various kinds. And hell, so have I. I've learned that sanity and mental health--actual health--are a matter of taking things day by day sometimes, of figuring out how triggers work and how to avoid situations with certain kinds of stressors. Sometimes just waking up is a victory.

So, without getting into serious specifics--I know what mental health encompasses pretty well. But what does that have to do with the depiction of insanity in video games and art?


Is the insanity we see in art realistic? 


This isn't as straightforward as it sounds. The answer is "no, but yes."

There are elements of Lovecraftian or Shakespearean madness that reflect the experience of a psychotic breakdown or psychotic episode (as in cases of schizophrenia). The hallucinations, both visual and auditory; the paranoia and fears of persecution; the "word salad" that results when the brain and tongue are at war. Sometimes these visions and hallucinations are vicious and aggressive, and sometimes they're actually more benign--mostly outside the West, in countries with better social support systems and more communal values. Here, the high levels of isolation and rather vicious social dynamics tend to make people feel very isolated, and the metaphorical demons in their heads are very aggressive. It's not much of a stretch to say these things are probably linked.

However, "insanity" often encompasses a lot of things. Narcissistic Personality Disorder, the megalomaniac's mainstay; Antisocial Personality Disorder, and other, less 'by the book' forms of aggression and psychotic behavior are all referred to as "insanity". If a character is "crazy", they'll do anything. Interestingly, Post-Traumatic Stress Disorder-type symptoms are also used as motivation. Horribly mangled versions of Disassociative Identity Disorder  are also popular choices to represent "insanity".


Source. Yeah, I know. Watermark. But it's a great picture.


Does a mental health disorder make someone violent and evil? 


Short answer: no. While some illnesses can contribute to violent behavior, it seems like life trauma has a much bigger impact on violence as a response to hallucinations or perceived aggression from others. However, the jury is still out on this; we are trying to understand what causes violence as a response or defense mechanism.

However, just having a mental health issue is not going to mean someone is "crazy". Between 10 and 20% of Canadians and Americans will experience a mental health issue at some point in their lives, the most common being depression and/or anxiety. Phobias are also extremely common. This means that mental health issues are actually normal parts of the human experience. We don't necessarily cope with them very well, and we tend to pathologize them and isolate people who have them--but they're far from uncommon.

So, does a mental health issue make someone violent? Occasionally, yes. Evil? Absolutely not. Hurting people can make them hurt other people, though. In fact, abuse of various kinds can basically induce mental health issues, including anxiety and depression, as well as PTSD. The thing is, abusers often have mental health issues and a history of pain themselves, so it's complex. In any case, painting people as monsters won't solve the problem, and certainly won't cure people. In fact, most mental health issues can't be cured, only treated, but some of them are easier to live with than others.

So...what about gaming? Does all of this misinformation have a negative affect on gamers, or is it relatively innocent? Next time: we get back on topic and talk about this in the context of gaming!

*****
Thanks for dropping by the nest once again. Don't miss any of the phuquerie. Find Michelle on TwitterFacebook, and on Tumblr, and find her work on Amazon. Check back on the blog to see when one of the irregular posts has careened onto your feed. This is the one and only SciFiMagpie, over and out! 

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