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Suicide Livestreams in NEEDY STREAMER OVERLOAD

Research output: Other conference contributionAbstractScientific

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 languageEnglish
Number of pages4
DOIs
Publication statusPublished - 16 Jun 2025
Publication typeNot Eligible
EventDiGRA - Valletta, Malta
Duration: 30 Jun 20254 Jul 2025

Conference

ConferenceDiGRA
Country/TerritoryMalta
CityValletta
Period30/06/254/07/25

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).

FundersFunder number
Academy of Finland Centre of Excellence in Game Culture Studies353266
Kone Foundation/Koneen Säätiö202405656

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 3 - Good Health and Well-being
      SDG 3 Good Health and Well-being

    Keywords

    • Hikikomori
    • Japan
    • livestreams
    • menhera
    • mental health
    • NEEDY STREAMER OVERLOAD
    • suicide

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