Relationships in Digital Media

Omori - Mental Health and Immersion Analysis

However, Murray states that “Yet surprisingly, the "losing" endings of the game are much more satisfying than the winning ending. The most dramatically satisfying endings are the near-identical losing branches, which are the result of choosing to rescue either of the evil brothers” (Murray 139). This is an exact correlation to this sense of agency and immersion that contributes to many of these personal narrative type indie games that are based on sadistic type topics such as depression. It is uncomfortable and generally an individual would shy away from something that is resulting in discomfort. However, due to the understanding that this is just a "game" with no actual impact on their lives outside of the tiny computer screen, they are more likely to immerse themselves within the discomfort due to their desire for agency. As the game continues, Omori's mental health continues to decline as the bosses get more and more disturbing. As seen above, this is a relatively non threatening looking opponent, but towards the end of the game, Omori is faced with the lifeless body of his sister. This demonstrates the decline of the relationship with himself which directly impacts the player as they are viewing how his mental health is continuously declining due to his depression. This results in the player being sort of revolted, and shying away because at this point they are fully immersed and now contain empathy for Omori, which, demonstrates the relationship that the player has created with not only Omori, but also their own mental health.


 

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