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Small, personal videogames about mental health: An informal survey of Bitsy


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Conference Paper · November 2022


DOI: 10.1145/3555858.3555917

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Small, personal videogames about mental health
An informal survey of Bitsy games
Mikhail Fiadotau
fiadotau@tlu.ee
School of Digital Technologies, Tallinn University
Tallinn, Estonia
ABSTRACT The exploratory study outlined in this article covers Bitsy games
The article introduces an ongoing research project dedicated to about mental health distributed on the popular website Itch.io. The
short, personal videogames about mental health made using Bitsy: goal of the study is to map the specific themes the games address,
a tiny, browser-based game creation tool. It introduces preliminary as well as analyze how they choose to address them in terms of
observations from a survey of such games on the game distribution gameplay, writing, and audiovisual content. This article presents
platform Itch.io. The article outlines the themes the games address observations from an initial survey of mental health-themed games
and how they communicate their authors’ personal experiences on Itch.io, as well as discusses future directions for the project.
and intended messages. It also discusses the significance of such
games in the landscape of today’s gaming. 2 BACKGROUND
2.1 Videogames and mental (ill-)health
CCS CONCEPTS
Mental ill-health has often been stigmatized in society, and its
• Social and professional topics → People with disabilities; • Ap-
depictions in popular media have continually reinforced the stigma.
plied computing → Media arts; Computer games.
This has been evident in videogames, especially in the horror genre,
where mental asylums are often used as settings and villains are
KEYWORDS habitually depicted as being clinically insane [7]. By perpetuating
game creation, mental health, participatory culture, platform studies the stereotype of mental ill-heath as inevitably resulting in violent
ACM Reference Format: and dangerous behavior, popular media exacerbate the challenges
Mikhail Fiadotau. 2022. Small, personal videogames about mental health: faced by people struggling with their mental health in real life [14].
An informal survey of Bitsy games. In FDG ’22: Proceedings of the 17th This status quo is especially problematic considering how many
International Conference on the Foundations of Digital Games (FDG ’22), people globally are affected by mental health issues. For example,
September 5–8, 2022, Athens, Greece. ACM, New York, NY, USA, 4 pages. anxiety disorders alone are estimated to affect some 5% of adults
https://doi.org/10.1145/3555858.3555917 globally, while up to 7% of the world’s adult population experience
depression [18] (these numbers are likely to have increased during
1 INTRODUCTION the COVID-19 pandemic). Less prevalent, but relatively common
This short article introduces an ongoing research project dedicated mental health issues include bipolar disorder, schizophrenia, eating
to exploring small, personal videogames by non-professional cre- disorders, self-harm, body dysmorphic disorder, and others. Contro-
ators that reflect on mental health issues. Specifically, the focus is versially, neurodevelopmental conditions such as autism spectrum
on games made with Bitsy: a tiny browser-based game creation tool disorders (ASD) and attention deficit hyperactivity disorder (ADHD)
that has gained popularity in recent years as an approachable entry are also sometimes characterized as mental illnesses—a label dis-
point into game making for creators with limited technical knowl- puted by the neurodiversity community, which holds that these
edge and/or time. By lowering the entry barrier to game creation conditions should be understood as natural variations in brain func-
and the time commitment required to make one, Bitsy (together tion [16]. Regardless of whether they are themselves considered
with other tools such as Twine) has helped diversify the range of disorders, conditions such as ASD and ADHD are often accompa-
voices, topics, and perspectives that videogames can address. These nied by mental health comorbidities such as anxiety and depression
include topics that mainstream commercial videogames have either [5].
largely neglected to address, or have addressed in stereotypical and The vast majority of the people experiencing mental ill-health
potentially harmful ways—such as mental well-being and mental can both function in society and contribute to it, as well as get better
ill-health. with proper treatment and social support. Yet, the stigma associ-
ated with mental ill-health makes many of these people reluctant
Permission to make digital or hard copies of all or part of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed to seek diagnosis, disclose their condition to others, and request
for profit or commercial advantage and that copies bear this notice and the full citation work accommodations, thus negatively affecting their well-being.
on the first page. Copyrights for components of this work owned by others than the While videogames, like other popular media, have been complicit
author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or
republish, to post on servers or to redistribute to lists, requires prior specific permission in reinforcing this stigma, they can also help challenge it [3, 14].
and/or a fee. Request permissions from permissions@acm.org. In recent years, gaming has seen an increase in more nuanced and
FDG ’22, September 5–8, 2022, Athens, Greece realistic depictions of mental health. From AAA titles such as Hell-
© 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM.
ACM ISBN 978-1-4503-9795-7/22/09. . . $15.00 blade to indie hits such as Celeste, some videogames have sought
https://doi.org/10.1145/3555858.3555917 to change the conversation around mental ill-health and reduce
FDG ’22, September 5–8, 2022, Athens, Greece Fiadotau

the stigma associated with it by portraying relatable, emotionally Maker, both of which have received significantly more coverage
complex protagonists struggling with mental health [3, 15]. in popular and academic discourse alike. What makes Bitsy so em-
Another promising trend has to do with the increased avail- powering for creators is not just the technical simplicity of using
ability of game creation tools, distribution platforms, and maker it, but its emphasis on creative constraint. The tool was deliber-
communities to non-professional creators with limited technical ately designed to dramatically limit what the creator can do. By
skills. This reflects games’ place in the broader shift toward par- eliminating most features found in traditional game engines such
ticipatory culture—a mode of cultural production characterized by as Unity and thereby limiting creators’ choice of genre, game me-
“relatively low barriers to artistic expression and civic engagement, chanics, and visual style, Bitsy makes it easier to finish a game; but
strong support for creating and sharing creations, and some type of it also promotes creativity, encouraging game makers to use the
informal mentorship whereby experienced participants pass along seemingly basic features in ingenious ways [17]. (Due to Bitsy’s
knowledge to novices” [11]. Thanks to this, individual creators have open-source nature, many community-developed "hacks" are also
been able to share their own, often highly personal, stories and available that extend or alter the tool’s functionality, from enabling
experiences via the medium of games, touching on issues often binary dialogue choices to rendering the game level in quasi-3D.)
overlooked or represented stereotypically in the commercial game Additionally, Bitsy’s design is geared toward creating games that
industry. This has included issues relating to mental health, with are approachable and accessible to players. This is because Bitsy
game jams dedicated to mental health receiving attention both for is designed to produce short, browser-playable games that do not
empowering creators to reflect on and share their lived experience, require advanced gaming skills nor contain many challenges. As
and for their broader awareness-raising potential [3]. such, Bitsy experiences are accessible to people who normally have
In this context, understanding the tools used by creators is key to little time to play videogames, or lack the hardware for modern
understanding their games. This is because, as research in platform games, or are not confident players.
studies has demonstrated, hardware and software platforms (e.g., These features make Bitsy perfectly suited for radical game de-
game engines) function as creative and technological constraint, sign: creating games that “challenge the accepted norms embedded
simultaneously limiting and empowering creators and affecting in the gaming industry” [8], from tackling political issues to artistic
their design choices [2]. Contextualizing a game within the tool experimentation [10]. It is no surprise that Bitsy has also been used
used to make it can thus be akin to investigating a painter’s use of to create small, personal interactive stories about mental health.
materials and tools in order to analyze their painting. This is why I
decided to focus on games made with one tool: Bitsy. 3 INITIAL SURVEY
3.1 Selection and mental health themes
2.2 Bitsy: a tool for radical game design
As Bitsy itself is mainly distributed via the popular gaming platform
Bitsy1 by Adam Le Doux is a browser-based tool designed to create Itch.io, and since I had already encountered several mental health-
small, simple games that consist of moving on a two-dimensional themed Bitsy games on the same platform, I opted for Itch.io as the
grid and interacting with objects, which can be accompanied by starting site for my initial exploratory survey. The survey includes
text descriptions. Each level in a Bitsy game is a 16x16 grid of games distributed on Itch.io that their creators tagged with both
8x8 pixel sprites. Each sprite can only contain two colors and one “made-with-Bitsy” and “mental-health.” Altogether, as of the time
or two frames of animation, and represent a character, an object of writing, the search results for the two tags combined returned
that can be interacted with or collected, a non-interactive back- 33 games. It is likely that there are other games on Itch.io that have
ground image, or an impassable wall. Visually, Bitsy creations evoke been made using Bitsy and address mental health, but that have not
early videogames, except they look more pixelated and minimalist been tagged by their creators as such; it is also highly probable that
than most of the actual retro games that they visually reference. other Bitsy games on the subject can be found on other platforms,
Gameplay-wise, Bitsy games tend to be what is known as “walking social media, etc. As such, this initial selection of 33 games is far
simulators,” involving the playable character exploring the envi- from comprehensive.
ronment, talking to its inhabitants, and interacting with objects in Of the 33 games, 31 are in English, one is in French, and one is in
order to advance to the next level or unlock an ending. Spanish. The initial account below focuses on the English-language
Thanks to its simplicity, Bitsy can be used by creators with no games only.
game development experience and requires no programming knowl- I played the 31 games either in full (most took no longer than 5
edge. The resulting games are small, self-contained HTML files that minutes to complete) or until I got stuck: two of the games proved
can be played in any modern browser (including on mobile devices) impossible for me to finish, either because of a technical issue or
and are easy to self-host or publish on a game distribution platform because I could not understand how to progress beyond a certain
such as Itch.io. In this regard, Bitsy is similar to Twine—another point. After playing the games, I tagged them based on the specific
browser-based game engine popular with independent creators mental health issue (or, in some cases, multiple issues) they address.
looking to experiment with the medium [9]—but represents the Oftentimes, the issues were expressly stated in the game’s descrip-
game world visually rather than as passages of clickable text. tion on the Itch.io; in other cases, they were mentioned inside the
As of the time of writing, Bitsy was the sixth most widely game game itself. On several occasions, there was no explicit mention
engine on Itch.io2 ahead of such tools as Unreal Engine and RPG of the mental health condition addressed by the game, but it could
1 https://ledoux.itch.io/bitsy
be easily inferred. For example, You Are on the Bus3 depicts its
2 https://itch.io/game-development/engines/most-projects 3 https://royalpan.itch.io/you-are-on-the-bus
Small, personal videogames about mental health FDG ’22, September 5–8, 2022, Athens, Greece

Table 1: Frequency of Mental Health Conditions in Selected to follow social norms such as small talk while experiencing a near-
Games shutdown in How are you doing?6 . Some of the games take a more
figurative approach to representing lived experience. In The Trash
Mental health condition Frequency Collector7 , for example, the protagonist spends most of their days
collecting trash left behind by other people; and when they return
Anxiety 6
home, exhausted, in the evening, the place is full of their own,
Depression 5
uncollected trash that they do not have the energy to deal with and
Loneliness 4
no one else will help them with. This can be read as a metaphor for
Suicidal ideation 4
compassion fatigue: emotional strain associated with, among other
ADHD 3
things, helping other people deal with their emotional baggage at
Autism 3
the expense of your own self-care [6].
Grief 3
While most of the games in the selection are what Loh et al. [12]
Self-harm 2
describe as message broadcasters (i.e., games mainly designed to
Trauma 2
raise awareness about an issue), four could be classified as serious
OCD 1
games in that they seek to promote positive thinking and teach
Substance abuse 1
coping skills. Psst... I have a secret8 accomplishes this by breaking
Unspecified 6
the fourth wall and taking the form of the game’s author speaking
directly to the player, sharing her struggles with social anxiety and
low self-esteem, as well giving both herself and the player encour-
protagonist experiencing a shutdown: an episode of disorientation agement. Anxious Avoidance Is Not Fun9 illustrates that avoiding an
and unresponsiveness to the outside world triggered by sensory anxiety-inducing task is often counterproductive, especially when
overload or a breakdown in established routine [1]. Shutdowns are the task is ultimately inevitable, by having the player choose be-
associated with ASD, so even though the game does not expressly tween a straightforward route and a long, mazy route that still leads
state that its protagonist is on the autism spectrum, its depiction of to the same destination.
a shutdown and the use of the term “shutdown” itself provided me It is interesting to note that, while Bitsy is ostensibly a very lim-
with enough information to tag it with “autism.” ited engine in terms of functionality, the games in my selection use a
For some of the games, I could not identify what mental health wide range of techniques to communicate their authors’ experience
condition they depicted, in which case I tagged them as “unspeci- and provoke specific emotional and intellectual responses in the
fied.” For example, dont look at the sun4 reflects on the dehumanizing player. In i hurt myself10 , non-player characters’ dialogue becomes
experience of a patient in a psychiatric ward, but does not mention increasingly garbled as the protagonist is unable to concentrate
the diagnosis that got the protagonist there in the first place. on the words of those around them, which the game represents
The range of issues tackled by games in my selection is presented by replacing an increasing number of letters in words with special
in Table 1. Not all of these are specific medical diagnoses; instead, characters such as *, $, and #, until the text becomes completely
some are issues recognized by the game authors as being related to unreadable. The game also visually represents the protagonist as
mental health and well-being, such as loneliness. For the purposes of a moving sandstorm or cloud, which is in stark contrast to the
this study, it was more important for me to present the authors’ own anthropomorphic non-player character—this helps communicate
perspective on what constitutes mental health issues than to adhere the protagonist’s alienation, inner instability, and the feeling of
to an established mental disorder taxonomy such as DSM-5 (The “being a mess.”
Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, THERE AREN’T REALLY WORDS. . . 11 first familiarizes the player
a taxonomy developed by the American Psychiatric Association with the level layout (a rental apartment shared by several room-
and widely used in psychiatric practice). mates), then changes the layout beyond recognition and adds glitches
Anxiety and depression are the most commonly tackled issues, to represent the disorientation experienced by the protagonist after
mirroring their real-life prevalence, followed by the themes of lone- they learn of a friend’s suicide.
liness and suicidal ideation. Among neurodevelopmental conditions, dice.12 has the player roll a die to choose what kind of life their
both ADHD and autism are represented in three games; one other character will live. Yet, despite the different starting circumstances,
game deals with obsessive-compulsive disorder (OCD). Another each roll of the die eventually results in the protagonist experienc-
game tackles, among other things, substance abuse. ing an existential crisis: even though the protagonist has apparently
learned from the mistakes of their previous lives, they still cannot
3.2 Game content and expressive techniques fix themselves.

In terms of content, most of the games seek to replicate (with various


levels of commitment to realism) their authors’ real-life experiences:
6 https://transrightsrose.itch.io/how-are-you-doing
from coping with loneliness and isolation by befriending a group of 7 https://azuladev.itch.io/the-trash-collector
crows in one for sorrow, two for joy5 to an autistic person’s struggling 8 https://ninfa.itch.io/secret
9 https://kooky.itch.io/anxious-avoidance-is-not-fun
10 https://pastellexists.itch.io/i-hurt-myself-postjam
4 https://vividgrim.itch.io/dont-look-at-the-sun 11 https://rosekiid.itch.io/there-arent-really-words
5 https://erika-hg.itch.io/one-for-sorrow-two-for-joy 12 https://nen-kaii.itch.io/dice
FDG ’22, September 5–8, 2022, Athens, Greece Fiadotau

How are you doing?13 uses audio, including recorded dialogue, as with Bitsy and those made with other tools, in order to under-
well as sudden changes in level design to communicate the stress stand how different platforms’ affordances influence the games’
and disorientation experienced by a person on the autism spectrum expression.
when going through a shutdown and still having to conform to so-
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13 https://transrightsrose.itch.io/how-are-you-doing
14 https://miniwoolf.itch.io/envy-and-equanimity
15 https://dino-de-haas.itch.io/i-dont-like-it-when-the-ocean-barks-at-me

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