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20
Aug

Video games are tackling mental health with mixed results


Video games are tackling mental health with mixed results

Mental illness occupies a strange place in video games. After centuries of misdiagnosis and misinterpretation, we’ve begun to comprehend the reasons behind disorders and their prevalence in modern society. Recent research shows that roughly one in five American adults suffers from some form of mental health issue each year. When it comes to the media, though, these conditions are frequently misrepresented and misunderstood, and video games in particular lean on lazy stereotypes and tropes. Mental illness is used as a motivation for villainy, thrown in as an “interesting” game mechanic or mischaracterized as the sum and whole of a character’s personality. There’s a worryingly pervasive stigma surrounding mental conditions, and as one of our most dominant art forms, video games need to do a better job in portraying them.

Gamification

Darkest Dungeon

By all accounts — including our own — Darkest Dungeon is a fantastic game. It’s a side-scrolling RPG in which you send a team of four heroes into various dungeons in search of gold and glory, but more importantly, it’s an intriguing portrayal of the effects of trauma on the psyche. These dungeons are cruel and trying, and the game recognizes that in its leveling and affliction systems. Each character has a “stress meter” that, when full, hands them some form of “affliction” like paranoia, selfishness or masochism. At the end of missions, characters are then given “quirks” by the game, which can be positive or negative depending on how the dungeon crawl went.

Having these meters is a simplistic, but effective way of showing that stress is something normal that affects us all. You can “treat” characters between missions to lower stress and cure afflictions and quirks, but do nothing, and the scars left behind seriously affect characters’ psyches. The other side of these quirks, though, is that some are actual conditions like alcoholism, bulimia and claustrophobia, while others hint at illnesses like “egomania” (i.e., narcissistic personality disorder) and “compulsion” (obsessive–compulsive personality disorder). There’s nothing wrong with that, but because the game places these disorders alongside “curio” manias and phobias like automatonophobia (fear of false sentient beings), hagiomania (obsession with sainthood) and satanophobia (fear of demons), it’s a little troubling.

The stress meter is a simple, but effective way of showing it’s something normal that affects us all.

“I actually think stress meters are great, and if anything they are anti-stigmatizing,” says Tracii Kunkel, a clinical psychologist at the Veteran Affairs Medical Center in Orlando, Florida. (His views are his own and do not necessarily represent the VA or any VA programs). Kunkel works extensively with veterans diagnosed with severe mental illness (SMI), including schizophrenia/schizoaffective disorder, bipolar disorder and chronic/severe PTSD. As an expert in the field, he’s all too familiar with the “shame” projected onto patients by society. In addition to aiding the veterans as they adjust to life with SMI, he also provides training on mental illness, stigma and self-stigma (how individuals internalize perceptions of their mental illness).

“We all experience stress,” Kunkel continues, “and it has an impact on our mental and behavioral states. … Portraying a character with mental illness in a video game isn’t a problem in regards to stigma; in fact if done properly, it really could be a positive force. Just as long as it is not done as a stereotype or shown in a way that you see the mental illness and not the person who happens to struggle with mental illness.”

There’s a fine line between accuracy and inaccuracy, or positivity and negativity. In other games that have played with similar ideas, such as Eternal Darkness, “sanity” is tracked by a meter. It’s clear that quantifying someone’s “craziness” is not helpful, and it shows the fine line developers walk when tackling such issues. You could argue that, as Eternal Darkness heavily plays on HP Lovecraftian motifs, its portrayal of mental health fits with its world. A common theme in Lovecraft’s work is that enough contact with otherworldly stimuli can cause even the most rational of humans lose their grasp on reality. Whether you want to use the writing of someone with such infamously dated and nihilistic views as Lovecraft to defend modern game mechanics is another question.

Villainy

Far Cry 3

From Far Cry 3 and BioShock to Final Fantasy and Call of Duty, video games are full of antagonists whose sole reason for villainy is mental instability. Many creative industries use “insanity” as a crutch to avoid thinking of any actual motivation for wrongdoing, but few with such raw abandon as video games. Just search for “crazy video game villains” or some skew of that phrase and you’ll find list after list ranking them. “Insanity is a great trait for a video game villain,” writes IGN freelancer Seth Macy, “because their motivations for evil can then easily be explained.”

“Mental illness is a cop-out, a cheap tool used to get right to the violence.”

— Tracii Kunkel, VA clinical psychologist

Sure, except, insanity does not make someone evil, and the term “insane” is frequently used as a synonym for those suffering from real, treatable conditions and disorders. “Mental illness is a cop-out,” says Kunkel, “a cheap tool used to get right to the violence, because the assumption is that people with mental illness have no control of their behaviors.” This flippant attitude to mental illness is something we’re all guilty of from time to time, and it does nothing to erase the stigma surrounding it.

Far Cry 3‘s antagonist, Vaas Montenegro, is a mainstay of these lists, and a great example of this “criminally insane villain” trope. He’s a man with no motivation other than to inflict pain for pain’s sake, no character beyond his instability. He’s completely flawed. No matter how wrong someone’s actions are, they’re always motivated by something.

“The ‘crazy villain’ trope isn’t just in video games,” explains Kunkel. “Whenever a shocking act of violence occurs, we immediately start looking for the mental illness. I understand the need people have for an explanation in the case of traumatic events, but mental illness should not be the default. … The number one damaging myth about mental illness is that people with mental illness are inherently violent.” Put simply, equating mental illness with violence is not accurate, and it’s truly harmful to those suffering and recovering from conditions.

Best intentions

Jumpy Car ADHD

The problem is, even developers with the best intentions can get things wrong. Jumpy Car ADHD is an Android game that hopes to help improve the understanding of ADHD. It’s specifically targeted at those affected directly or indirectly by the disorder, and it backfires. Although the game gives out some accurate information between levels, the developer made some key errors in designing the experience that could lead someone diagnosed with the disorder projecting shame onto themselves.

An ADHD child worrying about being blamed for being “hyper,” it’s safe to say, is not helped by the developer calling the enemies “hypers,” or by reading the instruction “you must avoid the bad hyper.” In addition, the playable character is called “crazy car.” The result, explains Kunkel is that “the child with ADHD who does relate to the car is taught that he/she is crazy and bad.”

Narrative perspective

Depression Quest

A subtler integration of mental illness is the use of narrative perspective, which can be a powerful empathetic tool. Putting a reader, viewer or gamer inside another person’s mind allows them to experience reality from someone else’s viewpoint. Examples of first-person narrative are everywhere, but it was used to stunning effect in Knut Hamsun’s Hunger, a 19th-century novel that puts you in the mind of a struggling writer during his decline into poverty and starvation. Given video games routinely have you roleplaying as a character, the medium is a perfect fit for the technique.

2013’s Depression Quest is a great example of how to achieve empathy and understanding through perspective. It’s a text-based game in which you must make choices on how to handle your condition, which helps improve the player’s understanding of clinical depression. It’s also the only title Kunkel brought up when asked about accurate portrayals of mental illness in video games. Of course, it’s difficult to judge other titles by a text-based game’s standards, but there are action games that are attempting to use a narrative lens to accurately convey the effects of mental illness.

Hellblade is one such game. Its protagonist, Senua, is suffering from schizoaffective disorder after her tribe is murdered by a Viking raiding party. As the game is viewed through her eyes, we see the reality Senua has created for herself through illness. Common traits of the disorder, such as visual and auditory hallucinations, scattered speech and thoughts and paranoid delusions are all represented in the game.

Hellblade

Although at its heart Hellblade is a third-person fantasy combat game, it’s striving for realism in the areas that matter. Developer Ninja Theory — best known for DmC: Devil May Cry — is working with Paul Fletcher, professor of health neuroscience at the University of Cambridge, to ensure an accurate depiction of the condition. Fletcher notes that “games in which the player sees ‘madness’ as inexplicable, chaotic and uncontrollable are simply reinforcing a stereotype, just going with the herd instinct.” To avoid this issue, Ninja Theory has worked with Fletcher throughout the project’s lifespan. This began with some simple advice on “the nature of the symptoms,” but quickly expanded into more than a Q&A. “They were interested in the many ways in which perception and experience can change in the setting of severe mental distress and, following conversations about this, how normal perceptual systems may work and how they may go wrong in all of us.”

“Games in which the player sees ‘madness’ as inexplicable, chaotic and uncontrollable are simply reinforcing a stereotype.”

— Paul Fletcher, professor of health neuroscience at Cambridge University

From these discussions, Ninja Theory developed a solid understanding of the condition, and began, with Fletcher’s assistance, to work with groups of people that have suffered or are suffering from schizoaffective disorder in order to gather their experiences and ensure that their narrative ideas are in line with what’s possible. In an early demo shown to journalists at Gamescom, hallucinations such as visual shifts or conflicting voices are blended into the narrative through cutscenes and gameplay.

Despite the developer’s obvious desire to get things right, its handling of mental illness still worries Kunkel. “I will have to see the game when it gets released, but it feels right now like they are using mental illness as a tool to drive the game and making the illness the focus, rather than Senua herself.” Kunkel does say he’s “truly impressed” with Ninja Theory’s approach, and has a “great respect” for Fletcher. “I think Hellblade looks like it is going to be a great view into what someone’s first psychotic break may look like,” he adds, but “such breaks are only part of the experience of schizophrenia.”

So there’s an obvious danger that this integration of mental illness into a combat game can devolve into gamification or, even worse, be used exploitatively as a way to shift copies of an otherwise typical combat game. “I don’t have a problem with the combat, which I see, in its demands for complex manual skills, as a part of the gamer’s enjoyment and a way of personifying the danger which Senua feels,” says Fletcher. “Of course, one might worry that the game could equate violence with mental illness, but the story is much more one of a person whose problems have arisen from violence done to her and who is herself far from violent.”

This integration of violence and combat into Senua’s psychotic break does trouble Kunkel, though. “When the most significantly damaging myth about mental illness, and schizophrenia in particular, is that ‘these people’ are violent and not in sync with reality,” he explains, presenting a character “who either lives in a constant psychotic break, or goes into breaks, where she perceives people as demons and lops off their heads with a giant sword,” is not helpful. Kunkel recognizes that the character is fighting a hostile force, but says, “The fact remains that they are suggesting that she does not see reality and attacks violently.”

Ninja Theory has shown a great deal of willingness to adapt its ideas in order to achieve not only realism, but also sensitivity. If the development team is able to frame its action hooks, narrative and characterization correctly, then it will have achieved something special. “It is extraordinarily rare that someone might be offered an opportunity to guide a character suffering these experiences and, through doing so, to perhaps gain an understanding and empathy,” says Fletcher.

Kunkel says he’s looking forward to Hellblade, in spite of his misgivings. Right now his experience of the game is through development diaries and trailers, of course, so his concerns are just that: concerns. Ninja Theory is very early in the development phase. Although Hellblade could be just as stigmatizing as past games that have misused “madness” as a selling point to sell games, there’s also the potential for it to do a real service to those living with mental illness. Fletcher believes that, although it’s not Ninja Theory’s aim, an accurate portrayal of schizoaffective disorder could actually make the game a success. “If it’s done well, and sensitively,” he says, “indeed, it’s a great selling point.”

[Image credits: Bandai Namco (Pac-Man); Paper Relics (Phrenology diagram); Red Hook Studios (Darkest Dungeon); Ubisoft (Far Cry 3); Dr. Ivo Pinto Applications (Jumpy Car ADHD); Zoe Quinn (Depression Quest); Ninja Theory (Hellblade)]

Filed under:
Gaming

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Tags: DarkestDungeon, DepressionQuest, EternalDarkness, farcry3, Hellblade, mentalhealth, mentalillness, NinjaTheory, psychology, redhookstudios, seriousmentalillness, SMI, stigma, ubisoft, va

20
Aug

ISS astronauts mimic nature to turn urine into drinking water


RUSSIA-ISS-SPACE-CREW

Recycling water is key for astronauts on the International Space Station since sending water to the crew is heavy and expensive. The current systems work well and the tech is being used here on Earth in places where clean drinking water is in short supply. In an effort to increase efficiency, astronauts will test a new filtration system from Aquaporin Space Alliance. The so-called AquaMembrane employs nanotechnology and proteins to transform waste water (sweat and urine) into clean drinking water, proteins that regulate water in living things like human kidneys and bamboo shoots. Those aquaporin proteins are situated on a membrane and as water passes through tiny protein tubes, an electrostatic charge stops things like salt from getting through. The water flows continuously from side to side without using extra energy thanks to forward osmosis.

Aquamembrane setup for the upcoming test.

What’s more, the process happens on a molecular level, so the AquaMembrane doesn’t clog up as often as the gear that’s currently being used. European Space Agency astronaut Andreas Mogensen will use collected samples with the membrane kits aboard the ISS and bring samples back to Earth for testing. If the new system works, it could provide a smaller and lighter solution for water filtration both in space and in remote areas where clean water is scarce.

[Image credit: AFP/Getty Images, Aquaporin Space Alliance]

Filed under:
Science

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Via:
Motherboard

Source:
European Space Agency

Tags: aquamembrance, aquaporin, esa, europeanspaceagency, ew, iss, science, space, sweat, urine, water, waterfiltration

20
Aug

Google Photos will now automatically surface pictures you took in years past


The revamped Google Photos service that was introduced at I/O this year is already one of our favorite ways to manage our ever-growing image collections, and Google keeps on adding features to make it better. The latest is a new tool that lets you walk down memory lane, so to speak. The Google Photos “assistant” will now show you cards that contain images that you shot on the same day in years past, letting you reminisce about whatever exciting things you took pictures of way back when. It’s not clear yet if this new feature will show you every single photo you snapped on a given day or just a curated selection, but either way it sounds like a smart way to surface images that you may have forgotten you ever took.

Google has wisely chosen to make this an opt-in feature, so if you’re worried about being reminded of past exes or other memories you’d like to avoid, just keep the feature turned off. It otherwise seems like a smart addition to the ever-growing Google Photos feature set — the Timehop app is just one example of a service that’s found a place for itself by surfacing old memories and photos you’ve posted to social media, and Facebook has its own “on this day” feature to tickle the old nostalgia bone. Google says its new memory-surfacing features will roll out today on iOS, Android and on the web.

Filed under:
Software, Google

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Source:
Google Photos (Google+)

Tags: google, GooglePhotos, nostalgia, photos, update

20
Aug

Here are the most popular emojis by state (kind of)


Emoji are insanely popular, despite the near-endless stream of stickers and GIFs that dominate our messaging apps these days. But depending on where you live, some emoji are more popular than others. The folks behind SwiftKey, the predictive keyboard app for iOS and Android, have been mining their community’s usage via SwiftKey Cloud to see which icons rank highest across the US. They’ve come up with an interactive map, but to be clear — each state’s pick isn’t based on sheer volume. As a spokesperson explained to Gizmodo: “To identify the ‘top’ emoji per state, we cross-referenced the list of emoji each state uses more than the US average with the emoji each state uses more than all other states.” So there you have it. You might be able to poke a few flaws in the methodology, but it’s still fun to see where different emoji are used more often. Georgia really likes the moon, for instance, and Utah has a soft spot for lollipops. Who knew?

[Image Credit: MIGUEL MEDINA/AFP/Getty Images]

Filed under:
Internet

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Via:
TechCrunch, Gizmodo

Source:
SwiftKey

Tags: emoji, icons, maps, popularity, smileys, stickers, swiftkey, US, USA

20
Aug

‘Calendula’ wants to be a weird mix of ‘Twin Peaks’ and ‘PT’


Why would anyone play a game that doesn’t want to be played? It’s a question with an answer, though it may be buried within the spastic, terrifying scenes of Calendula, the game in development at Blooming Buds, a small studio in Madrid, Spain. Developers describe Calendula as a game with roots in experimental art and classic horror, taking inspiration from famed thriller TV series Twin Peaks and PT, Hideo Kojima’s spooky demo for the PlayStation 4. Designer Aleix Garrido says that Calendula aims to break classic video game conventions and the fourth wall in one weird blow. It all begins with a question posed by Calendula itself: How do you play a game that doesn’t want to be played?Slideshow-313747

So far, here’s what we know about Calendula‘s gameplay: It has some kind of narrative and a vast variety of mechanics. Also, it looks super trippy. That’s about it.

“In the end, the combination of all the elements is what builds Calendula‘s uncanny atmosphere,” he says. “The game is full of symbolism and abstractions that will help players figure out what has really happened. We want every player to find their own meaning.”

Garrido is aware of the challenge inherent in marketing a mysterious, nebulous game that might not be a game at all. Blooming Buds does describe it as a video game, but also as an “experience” and “your deepest secret.” The teaser trailer is intriguing, but it does little to explain how Calendula actually plays. And this is just how Garrido likes it.

“We want mystery to become one of our marketing points,” he says. “It can be risky nowadays with the huge amount of great games out there, but we think that this mystery fits within the kind of game that we present.”

Despite the mystery (or perhaps because of it), Calendula is gaining traction via word of mouth, mainly from fellow developers who have played it at conventions. Steve Gaynor, co-founder of Gone Home studio Fullbright, recommended Calendula to video game fans on Twitter this week, and Rami Ismail, one half of Nuclear Throne studio Vlambeer, similarly described his 15 minutes with the game as “pretty damn intense.

Calendula is due to blow your mind — or so Blooming Buds hopes — in 2016.

Filed under:
Gaming, HD

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Tags: bloomingbuds, calendula, hdpostcross, horror, Indie, mystery, PT, TwinPeaks

20
Aug

Android 5.1 rolling out to T-Mobile & Verizon HTC One M9


htc-one-m9_silver_rightHTC One M9 users on Verizon and T-Mobile have something to look forward to in the coming days: Android 5.1. HTC execs have pegged the two carrier versions of the flagship device to get updates today that include Stagefright patches along with the most updated Lollipop version, which brings some new features over Android 5.0. Users can expect new animations in Quick Settings, as well as battery improvements via a native battery saver built-in to the system. On the Verizon-specific M9, LTE bands 3 and 7 will be activated with the update, giving users more connectivity when traveling out of the U.S.

While the updates are scheduled to be sent out today, OTA updates can take a few days to reach every owner of that device. If you’re an M9 user on either of these carriers and you haven’t gotten a notification to update, you may be able to check the update manually by going into your Settings –> About Phone –> System Updates. HTC is advising users to make sure the battery is charged above 50% and to connect to a WiFi network to download the update.

Source: Talk Android, 9to5 Google

The post Android 5.1 rolling out to T-Mobile & Verizon HTC One M9 appeared first on AndroidGuys.

20
Aug

[TA Deals] Check out the ‘Never Too Late To Learn’ package


components_stickers

It’s never too late to learn! Age, experience, and time (or anything else) are completely irrelevant. As long as you are motivated, you can learn anything. Don’t worry, I’m not getting into motivational speaking. The reason I want to emphasize those things is because people look at any type of coding as a hill too steep to climb. The ‘Never Too Late To Learn’ package on Talk Android Deals focuses on bundles that will take you from novice to knowledgeable at a pace that you dictate.

Be sure to use coupon code TADOFF10 with any or all these offers to take 10% off.

The Complete 2015 Learn to Code Bundle

complete_learn_to_code_bundle

What’s included:

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The total value of each course combined is over $1,000 but you can get the entire bundle for only $59.

[Talk Android Deals]

Complete Arduino Starter Kit & Course Bundle

complete_arduino_bundle

Go ahead, start building circuits to control lights, buzzers, and other mechanisms without any experience.

What’s included:

  • ARDX Arduino Starter Kit
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Through Talk Android Deals, you’ll save 85% by spending $76 on this bundle.

[Talk Android Deals]

BaseRails Ruby on Rails Training: 2-Yr Subscription

baserails_ruby_on_rails

Many web applications are powered by the Ruby on Rails language. Get this bundle for in-depth training that includes thirty of content with seven courses.

Forget about shelling out hundreds of dollars for these tools because you can get them for just $29.

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Linux Learner Bundle

linux_learner_bundle

What’s included:

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Learning to navigate Linux with this the Linux Learner Bundle normally costs $502; however, Talk Android Deals has knocked that price all the way down to $49.

[Talk Android Deals]

Come comment on this article: [TA Deals] Check out the ‘Never Too Late To Learn’ package

20
Aug

Google is lowering the amount of pre-installed apps on your Android device


Google_Apps_Image_03Android users have been complaining for the longest time about lots of unwanted bloatware coming pre-installed on their devices. According to a new report, Google is willing to change that.

As most of you know, when you first boot up an Android smartphone or tablet, there is a group of apps that come pre-loaded. Although Google’s applications are very useful to some, many complain that there should at least be an option to uninstall them. Many manufacturers have attempted to remove some of their own bloatware apps, and carriers have done the same. Most of the pre-installed apps on your Android device belong to Google, but a new report suggests the company  is willing to help that. Google has decided to remove some of the mandatory apps. These will include:

  • Google Newsstand
  • Google Play books
  • Google+
  • Google Play games

The above list of apps will no longer come pre-loaded on your Android device, but will always be available to download in the Play Store. No word has been mentioned on when this will go into action, but you can expect it to start shortly. Even though many manufacturers and carriers are beginning to solve this issue, we are far from a bloatware free device. Hopefully this will include more open storage space straight out of the box.

Via: Android Central

Come comment on this article: Google is lowering the amount of pre-installed apps on your Android device

20
Aug

Samsung might be working on a 12-inch Windows 10 tablet


samsung_microsoft_logosSamsung really wants to replace your laptop. This isn’t the first time we are hearing about Samsung working on a Windows powered device. However, it’s been over a year since the company has released any sort of Windows powered hardware. A new leak on Weibo suggests the company is working on a Windows 10 powered 12-inch tablet guided for highly productive users.

Samsung might be prepping the large screen tablet to compete with Microsoft’s upcoming Surface Pro 4, which is scheduled for an unveiling this fall. We are likely looking at a display resolution of either 2560×1600 or 3840×2400, a 14nm Intel Core M chipset backed with 4GB of RAM all inside a thin and light body. The tablet may also include an S Pen (or similar digital pen) to that of the Galaxy Note 5. Maybe we’ll even see interchanging features. The tablet is still in its early stages so take this report with a grain of salt. There is no word on when or even if this tablet will ever be officially announced, hopefully we’ll find out more details in the fall.

Source: Weibo via GforGames

Come comment on this article: Samsung might be working on a 12-inch Windows 10 tablet

20
Aug

Bing’s new Snapshot feature on Android aims to rival Google Now on Tap


First announced at Google I/O 2015, Google Now on Tap might be the most anticipated feature that will be baked into the consumer-ready version of Android 6.0 Marshmallow. Now on Tap will be able to give you information when you need it without having to exit what you’re doing. With a simple long press of the home button, Google will scan what’s currently on your screen and pull up relevant information about what it thinks you’re looking for. For instance, if you’re talking to your friend about a certain movie in your messaging app, Now on Tap will recognize the movie name and pull up an IMDB page or any other relevant info pertaining to that movie.


now-on-tapRelated: Google Now on Tap Demo at Google I/O 20156302

To rival Google’s efforts, Microsoft has just pushed out an update to its Bing for Android application that brings a new feature called Snapshots. The new feature can be triggered by a long press of the home button inside any application. Bing will be able to detect things on the page and will show you “snapshots” of relevant information and actions. Once you’re done with Bing, all you need to do is dismiss the Snapshot and go right back to what you were doing.

One benefit of using Google Now on Tap is that it’s baked into the OS, whereas Bing Snapshots won’t be able to integrate easily with other system level apps. With that said, Google Now on Tap isn’t here yet, so you should try this out in the meantime. Once Android 6.0 Marshmallow comes to your phone, though, you’re probably going to want to switch back to Google’s version.

If you’re interested in trying it out, head to the Play Store link below for the download.

Get it now on Google Play