Wellness Scalar Group ProjectMain MenuChristian's Intro To WorksIntroCharlie's Introduction into WellnessWellness worksJustin Intro PageTanishq's Introduction PageJustin Kime0ae8c99406988b59cd6da1333e6f8cdaf9e63f5Christian Chavez03b815cd55ad9a973d0699857bbe2d49f9da09d6Charles Foxb81bbf6abb68b255e1ea7266820881c267e9750eTanishq Bhatnagar257a9298e49b3ef73d02d55946aff6dc06a066e5
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12023-12-04T00:43:34+00:00Charles Foxb81bbf6abb68b255e1ea7266820881c267e9750e1902Screenshot from "Mental Health Day"plain2023-12-04T16:04:19+00:00Charles Foxb81bbf6abb68b255e1ea7266820881c267e9750e
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12023-11-29T15:56:00+00:00BiblioTherapy9Mental Health Day- Charlieplain2023-12-08T15:31:13+00:00Digital 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.