Year: 2022
Type: article
Abstract: The developers of Red Hook Studios’ 2016 gothic horror “Darkest Dungeon” said that they wanted to “capture the human response to stress.” This paper analyzes how the game does this with its “stress,” “affliction,” and “virtue” mechanics. With reference to research literature on stress, I show how these mechanics, which could easily have been cheap gimmicks, approach the topic of stress with admirable detail, offering a complex reflection on the various aspects, positive and negative, of several possible human responses to stress. They show how different responses include similar symptoms, how stress impacts the people around the stressed person, and make the case that stress can break people, but also fuel heroism. It is a fantastic example of how video game mechanics can be used to educate people about complex subjects without explicitly saying this is what they are doing.
Source: Games and Culture
Author: James Cartlidge
Institution: Central European University
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W4223961908
