Wellness Scalar Group Project

BiblioTherapy

Digital literature can help improve a players mental wellbeing. An example of an interactive game that can help improve someones well being would be the game "Mental Health Day" where you have to collect all the self care items like music, your phone, or snacks. All while avoiding schoolwork or items that can cause you more stress and burn you out. (See figure below).
This level can make the player feel more comfortable with themselves because the player can relate to the character in the game with really not wanting to do the work they have to do. They can relate to this feeling causing a sense of comfort in realizing that they aren't alone struggling with these waves of not wanting to do anything. In the article "Can Digital Fiction be Therapy" Nair et al says, "A ‘digital fiction’ focused on helping people address their own view of their bodies through interactive stories is just one example of all the possible ways with which we can use the intersection of storytelling and new media to improve psychological wellbeing" (9). This means that digital literature like the game "Mental Health Day" truly can improve mental wellbeing. This can happen in "Mental Health Day" because of the sense of comfort the player feels with realizing that they are not alone struggling with feelings of unproductively.

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