# Adversarial Review of Mental Health Representation and Serious-Game Ethics: Psychosis Simulation Module

- **Report ID:** `psy-08-mental-health-game-ethics-review-2`
- **Group:** `psychosis`
- **Classification:** `clinical-sensitive-public-summary`
- **SHA-256:** `cf2efd050bc0e605cfafaef61a341f337a5294b7ba92ce5dcdf83f6c8ff0adf6`

## 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 proliferation of serious games and virtual reality simulations in educational and clinical settings offers unprecedented opportunities to foster empathy, enhance perspective-taking, and reduce the systemic stigma surrounding severe mental illnesses. However, the intersection of interactive media and psychiatric representation is fraught with ethical and clinical perils. Historically, commercial video games have overwhelmingly relied on negative, inaccurate, and stigmatizing tropes, with up to 97 percent of surveyed titles linking mental illness to violence, unpredictability, or supernatural horror1. Furthermore, empirical research indicates that while simulating hallucinations or psychot…

## 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.
