Too Extreme for the Couch? Clichés, Stereotypes and the Industry’s Responsibility

Monday, August 24, 2026 3:15 PM to 4:45 PM · 1 hr. 30 min. (Europe/Berlin)
Stage 16 - Table 16.1 | Confex Level 2
Roundtable
~All~Mental HealthNarrative DesignUX

Information

The games industry has long been relying on stigma, clichés, brutality and other shortcuts to communicate effectively with players – or to grab attention. We all know what psychiatric patients look like and how they behave: Zombie mode activated. What responsibility does the industry have when depicting mental health issues or using extreme violence? Where is the line between artistic expression – sometimes of deeply personal experiences – and tactics such as suicide baiting and relying on shock value? What can we reasonably expose the audience to? In this roundtable, we will address these questions from a psychological perspective and practical game dev experience.

Topics
~All~Mental HealthNarrative DesignUX
Session Type
Roundtable
Target Audiences
Industry professionals at all levels who are interested in discussing the game industry’s responsibility and how it can become more mature when addressing sensitive topics such as mental health and violence. This includes anyone who wants to share their knowledge and experience navigating these issues, as well as those seeking to learn new perspectives and best practices.
Experience Level
Intermediate
Key Take Aways
Clear communication in game design is good, but it doesn't need to become a cliché: Room for sharing best practices to get a better understanding of ux design versus story tropes. We will evaluate the differences between shock value and nailing what your game is about. We will discuss how to take responsibility as a game designer and depict mental health in a multidimensional way in your game.
Available to Ticket Type(s)
  • gcdev Student Pass
    • gcdev Content Pass
      • gcdev Trade Pass
        • gcdev Press Pass
          • gcdev Speaker Pass
            • gcdev VIP Pass