Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice

Video games are known for many things, but nuanced portrayals of characters with mental illness might not be one of them. This trend, however, has gradually started to shift with games like Hellblade: Senua’s Sacrifice, which aim to convey a genuine experience of mental illness to the player. Through a close reading of different instances in the game, this paper shows how Hellblade complicates the usual sanist ideas seen in most other games by taking an ambiguous stance, using mental illness as a representational tool. Furthermore, it avoids some of the more sensationalist and problematic tropes often employed in such representations, like the supercrip and the Cartesian divide of the body and mind. In order to show this, we have employed Mitchel and Snyder’s concept of narrative prosthesis to demonstrate how the game does not in fact rely on Senua’s disability as an exotic feature of the narrative to hook players in. By combining insights from disability and mad studies, we show how this game is a step in the right direction when it comes to challenging the perceptions of mental illness prevalent in pop culture.

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Publication Details

Journal
Societies
Published
2024-09-03
DOI
https://doi.org/10.3390/soc14090170
Citations
2
Primary Topic
Film in Education and Therapy
Type
article
Field-Weighted Citation Impact
1.42
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article

Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice

Jeff Preston, Sina Torabi
2 citations
Societies
Film in Education and Therapy
1.42
article

Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice

Jeff Preston, Sina Torabi
article en
2 citations

Abstract

Video games are known for many things, but nuanced portrayals of characters with mental illness might not be one of them. This trend, however, has gradually started to shift with games like Hellblade: Senua’s Sacrifice, which aim to convey a genuine experience of mental illness to the player. Through a close reading of different instances in the game, this paper shows how Hellblade complicates the usual sanist ideas seen in most other games by taking an ambiguous stance, using mental illness as a representational tool. Furthermore, it avoids some of the more sensationalist and problematic tropes often employed in such representations, like the supercrip and the Cartesian divide of the body and mind. In order to show this, we have employed Mitchel and Snyder’s concept of narrative prosthesis to demonstrate how the game does not in fact rely on Senua’s disability as an exotic feature of the narrative to hook players in. By combining insights from disability and mad studies, we show how this game is a step in the right direction when it comes to challenging the perceptions of mental illness prevalent in pop culture.

SocietiesVol. 14(9)
Western University (CA), The King's University (CA)
Openalex Percentile: Top 14%
Film in Education and Therapy
1.42
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Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice — Jeff Preston, Sina Torabi · Societies (2024) | TGRS Research Map | TGRS