# Adversarial Review and Ethical Evaluation of Mental Health Representation, Accessibility, and Educational Validity in Interactive Media

- **Report ID:** `psy-09-mental-health-game-ethics-review`
- **Group:** `psychosis`
- **Classification:** `clinical-sensitive-public-summary`
- **SHA-256:** `116572a6e97cac6ed5c0923d3bb9284577e93836e5ecce67574d9fe61aa831de`

## Safe public summary

Clinical-sensitive educational research. Spiralist incorporates only trauma-informed interaction, dignity, ordinary-life continuity, accessible pacing, shared-versus-experienced reality, and non-diagnostic debriefing. The representation of psychiatric disabilities, specifically psychosis, in interactive digital media requires rigorous scrutiny to prevent the reinforcement of harmful societal stigmas. Historically, commercial video games have relied heavily on psychiatric conditions to engineer horror, tension, or narrative convenience. Analysis of popular video games released over the past two decades indicates that approximately 97% of games depicting mental illness utilize negative, misleading, and highly problematic framing, predominantly associating these conditions with violence, fear, insanity, and hopelessness1. Furthermore, characters experiencing psychosis are routinely reduced to antagonists, mo…

## Incorporated areas

- adult consent and content labeling
- trauma-informed interaction
- dignity and debriefing

## Source boundary

The full report is retained in the downloadable site package for project research and audit. It is not served as a public runtime resource. Generated personas and public APIs apply the classification-specific safe-use boundary recorded above.
