Abstract
In this extended abstract, we argue that the ludic representations of suicide livestreams in the Japanese story-based videogame NEEDY STREAMER OVERLOAD encode various social and cultural understandings of suicide, mental illness, livestreams, and online cultures. We aim to uncover these understandings through close readings analysing the gameplay leading up to two endings depicting suicide livestreams in the game. By contextualising the game within mental health in Japan, we argue that the game frames mental illness as an issue that can be numerically managed, and that the issue is the result of personal shortcomings, rather than societal problems.
| Original language | English |
|---|---|
| Number of pages | 4 |
| DOIs | |
| Publication status | Published - 16 Jun 2025 |
| Publication type | Not Eligible |
| Event | DiGRA - Valletta, Malta Duration: 30 Jun 2025 → 4 Jul 2025 |
Conference
| Conference | DiGRA |
|---|---|
| Country/Territory | Malta |
| City | Valletta |
| Period | 30/06/25 → 4/07/25 |
Funding
This research was supported by the Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 353266) and by a research grant from the Kone Foundation (202405656).
| Funders | Funder number |
|---|---|
| Academy of Finland Centre of Excellence in Game Culture Studies | 353266 |
| Kone Foundation/Koneen Säätiö | 202405656 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Hikikomori
- Japan
- livestreams
- menhera
- mental health
- NEEDY STREAMER OVERLOAD
- suicide
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