
Research Article
Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety
@INPROCEEDINGS{10.1007/978-3-030-95531-1_9, author={Hsiao-Wei Chen and Jonathan Duckworth and Renata Kokanovic}, title={Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety}, proceedings={ArtsIT, Interactivity and Game Creation. Creative Heritage. New Perspectives from Media Arts and Artificial Intelligence. 10th EAI International Conference, ArtsIT 2021, Virtual Event, December 2-3, 2021, Proceedings}, proceedings_a={ARTSIT}, year={2022}, month={2}, keywords={Game jam Video game Participatory action research Knowledge translation Lived experience Depression Anxiety}, doi={10.1007/978-3-030-95531-1_9} }
- Hsiao-Wei Chen
Jonathan Duckworth
Renata Kokanovic
Year: 2022
Mental Jam: A Pilot Study of Video Game Co-creation for Individuals with Lived Experiences of Depression and Anxiety
ARTSIT
Springer
DOI: 10.1007/978-3-030-95531-1_9
Abstract
Mental Jam is a research project that explores how methods of video game co-creation can facilitate the participation of individuals with lived experiences of depression and anxiety to build empathy and mental health awareness among young people. Previous studies have explored the use of different artistic mediums to represent different lived experiences and to raise awareness in the community. Video games are an interactive and immersive medium which can inspire players to learn about other people’s lived experiences. However, facilitating the participation of individuals with lived experience in the creation of video games is not well understood. Through a participatory action research methodology, we developed a game jam workshop designed to facilitate the co-creation of video games with participants using diverse video game design approaches, such as narrative-driven game design. We report the results from a pilot study, which comprised of narrative interviews and a game jam workshop through which a game calledCounter Attack Therapywas produced. In conclusion, we discuss how the outcomes contribute to the field of art-based knowledge translation, as well as expand upon how game design approaches may benefit individuals with lived experiences of depression and anxiety.