Batman: Arkham Asylum, prison system, and mental health

2013-11-21_00004I am not a huge Batman fan. Sure, I know the major basic information that most individuals know of him: orphan, genius, business man, philanthropist, super hero. His world is rather dark and bleak, though depending on the cartoon rendition it could be quite humorous.  I never understood the rabid fascination his fans have towards him. So when I finally broke down and bought the WB Bundle a few weeks back, I knew that Arkham Asylum was one of the highest rated games of the year. What I didn’t know was that it was an exploration of the prison system and mental health.

2013-12-02_00001Language is the first thing that struck me as I began the game. The guards refer to the inmates as “it” and “animals,” language that dehumanizes their existence.  Furthermore, the place seems to have been built like a fortress: nothing seems to get in or out without some sort of notice. As such, it puzzles me greatly that some of the inmates (Szazz in particular) escaped without notice.

Now, I am aware that the individuals at Arkham are the worst of the worse, super villains who have done horrid things to Gotham. It is no small wonder that when they get out of their cells and start running around the massive island, the majority of guards are murdered.2013-11-21_00005 Again, those with the heaviest criminal go there so it may not really matter as such individuals tend to have major trauma in their background and/or personality disorders.

But is this treatment of the prisoners right? More and more in our prison system around the [US] country, there have been reports of abuses in prisons:

http://www.huffingtonpost.com/2013/10/31/prison-problem-population-expansion_n_4181688.html

http://www.huffingtonpost.com/2013/05/31/private-prison-mississippi-barbaric-conditions-_n_3362596.html

And I am sure, and know, that there are tons of videos and articles on the problem. As such, it is no wonder that as the game progresses that Batman encounters more and more “insane” inmates as opponents as their poor treatment caused them to lose themselves. The game openly suggests that the environment created such individuals.

Mental health goes in hand with this thought. 2013-11-21_00014The way Dr. Young talked about their treatment is downright disturbing and sounded like she was talking about lab rats and not human beings. In fact, I doubt that the ACA and the APA (respectively) will approve of her experimentation.

This also brings up the psychiatrists as well.

2013-11-21_00010

It is a well known secret in the counseling community that psychiatrists are generally looked down upon by counselors/psychotherapists. The reason for this stereotyped thinking is simple: psychiatrists are medical professionals trained in how medications influence the brain and tend to believe that medication solves everything (delusions cannot be medicated away as they are fixed beliefs). They do not know how to counsel or move their patients/clients/consumers (whichever term you prefer) forward. They tend not to understand how their diction and actions influence their clients’ behaviors and the relationship between the professional and the client.

From what I’ve heard in the tapes so far, the majority of them are not asking their questions correctly (they tend to be closed and do not facilitate exploration) nor are they moving them forward (at least they are not making things worse). An example of this is when one psychiatrist interviews The Riddler about his childhood. Instead of saying, “I want to go there,” she could have responded with “Oh, I thought a person of your intelligence would understand the importance of such exploration.” This feeds not only his ego (which he would probably like), it also helps join with him and would have facilitated some rapport.

By far, the most offensive thing I’ve heard occurs when Killer 2013-12-02_00002Croc asked a psychiatrist if she was going to make him “normal.” Completely missing the point of the question, she responds “Normal is a poor choice of words. What is normal?” While the last part is a solid question that normalizes mental health experiences, he meant that he wants to be a regular person. Thus, he backtracked out of it and fell back on his old routine of intimidation. Whatever rapport they had was broken. She failed to recognize or apologize about this. Considering his background, she should have asked “what does normal look like to you?” That could have gotten him to open up and respond about his dream of looking and being “human” again. Who would have thought that Killer Croc, deep down inside, wants to live a life like you or me?

And then there’s the psychiatrist who is treating Poison Ivy who “fell 2013-11-29_00002in love” with her. No board, hospital, or organization will easily trust him again for such an action because it is an ethics violation. As far as they are concerned, even though Ivy has mind control powers, it is the professional’s responsibility as he has the most power in the relationship. Perhaps this is why Harley Quinn’s fall from psychiatric intern genius to villain side-kick seems to be so troubling: she let herself get seduced by Joker’s promises.

So where does this leave us? Arkham Asylum seems to point out everything that’s wrong with the prison system: poor treatment, lack of mental health procedures, and ultimately a poor prognosis –even for such difficult individuals– for the prison population.  Here in the US, we have around a 50% recidivism rate. And as I understand it, a part of it is because it’s the only world that the prisoners understand. The solution might be the opposite of what happens in Arkham: treat the prisoners like human beings, have mental health practitioners who actually know what they are doing, identify problems and solve them before they get out of control, and have stronger safeguards in place to make Arkham a safe place for everyone.

Now, will this work with our prison system? I don’t know. But if Arkham is anywhere near an actual representation of our own, things definitely need to change.


Asylum Jam: Arcade

I recently completed what could be considered the most disturbing game for Asylum Jam: Arcade.Arcade

The premise is simple: you control a faceless father searching for his lost kid inside an arcade. The game exudes a sense of urgency through the sounds of pain/gurgling and baseball bats.

And then the game is over before it’s even fully played with an ending that was so disturbing, I don’t think there’s enough bleach in arcade_2the world  to remove the freaked-outed-ness. There’s even what looks like a photo in the corner of the second room (and I have no clue how to get to it).

It’s no wonder that the subtitle is “this kid spends all his damn time playing video games.” *Massive spoiler: Heaven knows how long his son has been sexually molestated. Thus, the arcade games are, quite possibly, the Nathan’s only escape from his life. *End spoiler.

arcade_3As such, it’s a very interesting addition to Asylum Jam’s library. The mental health issues connected to the underlying theme of the game are vast–and a problem is not going to be solved with just a few months of psychotherapy; this is a long term endeavor that may end up with Nathan in a state hospital due to issues of dealing with authority and making social connections. Who knows what issues the father has and if this family theme will continue through the next generation.

 

You can experience the disturbingness for yourself by finding the game here: http://www.asylumjam.com/submissions/22-arcade


A jam that talks about mental health: Asylum Jam

A jam that talks about mental health: Asylum Jam

When I dropped by the Indie Games blog this morning, this post jumped out at me. Asylum Jam, to me, represents one of the elephants in the room when it comes to society and gaming: we don’t want to look at or properly discuss mental health issues and how they affect everyone. I hope this Jam gets the conversation started.

 

I’ll start writing about it once I finish playing the Tower Jam games.


Depression and game development article

I read an article this weekend about a game designer who developed depression while working with his brother on an indie game. Here’s the link to the article:

http://indiegames.com/2013/04/dealing_with_depression_during.html

It’s an interesting read as he forced himself forward while not properly taking care of himself. Now he’s on an antidepressant and some occasional psychotherapy, though I would would much rather have him invested in therapy that works for him than just medication alone. Perhaps it would be important for his brother to be involved in therapy since he plays such an important role in his life.

So why am I posting a link to this? Simple: we, as a culture and society, don’t talk about this enough.


Serious gaming Loneliness reaction

This afternoon I was watching my weekly (sometimes daily intake) episode of Extra Credits. In it, they challenged the viewer to play the flash game Loneliness as an expression on game mechanics. So, as you can probably guess, that’s what I did. What I found was an experience that  was simultaneously disturbing and close to my own experience.

 

 

 

You control a black block trying to find a friend or a group to be with. Whenever the block approaches someone/group, they run away and disappear. So all you can do is keep pushing forward, watching everyone run away from you. You’re given the choice to run through and avoid people or attempt to meet anyone of them or even a mixture of the two thoughts.

 

 

Why would they do such a thing? Is it due to awkward social skills, race/ethnicity, sexual orientation, religion, gender identity or any mixture of those concepts? That is something that the player will have to answer for sieself as each of our stories are unique in how one reacts to a situation.

 

 

 

 
As I played though the game, I remember how frustrated and isolated as I tried to meet every single group. It was a similar experience in my own life as I don’t really know where I belong. No one single group seems to fully embrace me or shuns me. While the reasons for this is inappropriate to write about here, the feelings and experience do. It reminded me of when I beat Deadly Premonition and my head whirled about what the experience was truly about. I have no clue how much my life has changed by playing that game, though I felt like it has. The same is true for me today.

 

 

 

 

The reason this game was created was done out of empathy for children living in Korea who say that loneliness is the greatest element/theme that inhibits their quality of life. And people claim mental health isn’t an everyperson concern.

You can find the game here and make your own discovery: http://www.necessarygames.com/my-games/loneliness/flash