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

Author:

Torabi Sina1ORCID,Preston Jeff2

Affiliation:

1. Department of Media Studies, Faculty of Information and Media Studies, Western University, London, ON N6A 2M3, Canada

2. Department of Disability Studies, King’s University College at Western University, London, ON N6A 2M3, Canada

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.

Publisher

MDPI AG

Reference52 articles.

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3. Goodley, D. (2016). Disability Studies: An Interdisciplinary Introduction, SAGE.

4. Barnes, C., and Mercer, G. (2003). Disability, Wiley.

5. DeVolder, E. (2017). Overcoming the Overcoming Story: Critical Disability Studies Informed Geneologies of Compulsory Heroism. [Ph.D. Thesis, University of British Columbia].

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