Wellness Scalar Group Project

Relatability & Immersion

Digital Literature is an important tool in spreading awareness about wellness, mental health, and stress. However, in order for digital works to be effective, they need to have an audience in the first place. This is where the game mechanics and the players come in. One such example of a piece of digital literature that utilizes effective mechanics such as relatable choice-based gameplay to attract players is the game But You Seem Fine.

This scene is one of the beginning scenarios for the player. Here, the player is being tasked with deciding between regular hobbies and decisions that "normal" kids and people have to make such as managing schoolwork, practicing a hobby, or playing a sport. This enables the player to better relate to the character, showing that balancing wellness and stress is a universal struggle for everyone, ultimately serving to reel in the player. For example, in the article, "'Immersion' From Hamlet on the Holodeck," Janet Murrary argues that in order for players to be truly immersed in games, players need to be able to relate or at least identify with characters, which is what But You Seem Fine is doing here. Despite the good intentions or themes that digital works aim to spread such as raising awareness about the silent struggle that many individuals with depression face, the reasoning behind a piece of digital literature does not matter if no one is interested in or willing to play the game. By showcasing comparable interests and choices at the very beginning of the game, But You Seem Fine is creating a relatable character that players are more likely to care about, and thus more likely to look after.
 

 

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