The visual and narrative rhetoric of mental health in Gris

Author:

Baker Marissa M.1ORCID

Affiliation:

1. ISNI: 0000000089548654 The University of Findlay

Abstract

Interdisciplinary game studies have long been fascinated by video games and their potential to improve mental health. Despite this interest, there is not yet a cohesive rhetorical framework to connect conversations about mental health with specific types of games. Following call to adopt the term ‘cosy’ for games which inspire feelings of safety in players, encourage self-actualization and utilize soft aesthetics helps clarify discussions of the games suited to help improve mental health and allow players to process complex emotions. This article uses a close reading of the Nomada Studios game Gris to argue that considering cosiness when studying the connection between games, emotion and mental health will help researchers find a connection between game aesthetics and the types of psychological issues that a game can address effectively.

Publisher

Intellect

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Human-Computer Interaction

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