Employing Game Design for Forensic Aesthetics

  • This article explores how game design can serve as a method of forensic aesthetics by investigating and representing social realities through immersive, interactive experiences. It asks: How can practice-based design research, informed by forensic aesthetics, be used to develop immersive, narrative-based VR experiences that communicate marginalized mental health realities and challenge systemic stigma? Drawing on practice-based design research and artistic research, it presents the development of a VR experience (hopohopo), designed to raise awareness for Social Anxiety Disorder (SAD). Through usability and immersion testing the study demonstrates how informed, affective design can convey the lived realities of marginalized individuals. Rather than seeking legal judgment, hopohopo symbolically uncovers societal neglect of mental illness, using surreal aesthetics, narrative storytelling, and sensory immersion to evoke empathy and challenge stigma. This approach highlights the potential of games and game design as investigative andThis article explores how game design can serve as a method of forensic aesthetics by investigating and representing social realities through immersive, interactive experiences. It asks: How can practice-based design research, informed by forensic aesthetics, be used to develop immersive, narrative-based VR experiences that communicate marginalized mental health realities and challenge systemic stigma? Drawing on practice-based design research and artistic research, it presents the development of a VR experience (hopohopo), designed to raise awareness for Social Anxiety Disorder (SAD). Through usability and immersion testing the study demonstrates how informed, affective design can convey the lived realities of marginalized individuals. Rather than seeking legal judgment, hopohopo symbolically uncovers societal neglect of mental illness, using surreal aesthetics, narrative storytelling, and sensory immersion to evoke empathy and challenge stigma. This approach highlights the potential of games and game design as investigative and experiential tools within forensic aesthetics.zeige mehrzeige weniger

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Metadaten
Verfasserangaben:Judith AckermannORCiDGND, Rahel MauéORCiD
DOI:https://doi.org/10.30682/diid8525c
ISSN:1594-8528
Titel des übergeordneten Werkes (Englisch):Disegno industriale : Theorìa, pòiesis, praxis
Untertitel (Englisch):A Multi-Perspective Approach to Creating Immersive Interactive Experiences That Illustrate the Societal Neglect of Mental Illness
Verlag:University of Bologna
Verlagsort:Bologna
Dokumentart:Wissenschaftlicher Artikel
Sprache:Englisch
Jahr der Erstveröffentlichung:2025
Veröffentlichende Institution:Fachhochschule Potsdam
Datum der Freischaltung:27.10.2025
GND-Schlagwort:Künstlerische Forschung; Psychische Gesundheit; Spieleentwicklung; Virtuelle Realität; Ästhetik
Ausgabe / Heft:85
Erste Seite:44
Letzte Seite:55
Fachbereiche und Zentrale Einrichtungen:FB1 Sozial- und Bildungswissenschaften
Forschungs- und An-Institute / Inst. für angewandte Forschung Urbane Zukunft (IaF)
DDC-Klassifikation:700 Künste und Unterhaltung / 790 Sport, Spiele, Unterhaltung
Open Access:Diamond Open Access
Lizenz (Deutsch):Creative Commons - CC BY-NC-SA - Namensnennung - Nicht kommerziell - Weitergabe unter gleichen Bedingungen 4.0 International
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