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.…


| 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 |

