Görgen, ArnoSimond, Stefan HeinrichRunzheimer, Bernhard2020-10-302020-10-302020https://mediarep.org/handle/doc/15967This article examines the increasing ludic implementation of mental illnesses in digital games. It especially focuses on display techniques and the benefits and drawbacks of games that utilize a first- or third-person view to immerse the player into the mental illnesses of their protagonists. This sort of player involvement marks a new trend that can be observed in recent games and will play an important role in future game development. Instead of merely stigmatizing the mentally ill as evil antagonists, head-mounted virtual reality displays like the Oculus Rift are able to simulate their perception and thus create a form of self-awareness for the player. LAYERS OF FEAR (2016) and SENUA'S SACRIFICE (2017) are used as case examples.deuPsychische ErkrankungImmersionVirtuelle RealitätEmpathieVideospielmental illnessvirtual realityempathyvideo game794First Person Mental Illness: Digitale Geisteskrankheit als immersive Selbsterfahrungdoi:https://doi.org/10.14361/9783839453285-00810.25969/mediarep/14978LAYERS OF FEARHELLBLADE: SENUA'S SACRIFICEhttps://doi.org/10.25969/mediarep/14861