The Last of Us Part II, Creating Connections with Players Through Its Characters with PTSD and Trauma
Abstract
Across many different sources and articles addressing games and their help with mental health traumas, one consistent claim is that narrative and first-person shooter (FPS) and role-playing games (RPG’s) can help support emotional regulation and social connection, both helpful for trauma recovery and more helpful coping mechanisms. The narrative game The Last of Us Part II utilizes multiple storytelling and technological elements that deepen the player’s immersion and emotional engagement. Numerous studies have shown that playing narrative-rich games with strong character development and strong player-character relationships can foster empathy by encouraging players to inhabit the perspectives of games’ complex protagonists. The game’s integration of cinematic storytelling, character-driven plotlines, and emotionally charged decision-making aligns with research indicating that immersion and identification are significant in therapeutic gaming experiences. Given the well-crafted portrayals of trauma, how do the players perceive and experience Ellie’s and Abby’s PTSD and trauma, and the realism of the motion capture technology in The Last of Us Part II and in what ways does the emotional realism of motion-captured characters in The Last of Us Part II help players reflect on or cope with their own experiences of trauma?
Start Time
15-4-2026 9:00 AM
End Time
15-4-2026 10:00 AM
Room Number
272
Presentation Type
Oral Presentation
Presentation Subtype
Research-in-Progress
Presentation Category
Science, Technology, and Engineering
Faculty Mentor
Gillenwater Jacob
The Last of Us Part II, Creating Connections with Players Through Its Characters with PTSD and Trauma
272
Across many different sources and articles addressing games and their help with mental health traumas, one consistent claim is that narrative and first-person shooter (FPS) and role-playing games (RPG’s) can help support emotional regulation and social connection, both helpful for trauma recovery and more helpful coping mechanisms. The narrative game The Last of Us Part II utilizes multiple storytelling and technological elements that deepen the player’s immersion and emotional engagement. Numerous studies have shown that playing narrative-rich games with strong character development and strong player-character relationships can foster empathy by encouraging players to inhabit the perspectives of games’ complex protagonists. The game’s integration of cinematic storytelling, character-driven plotlines, and emotionally charged decision-making aligns with research indicating that immersion and identification are significant in therapeutic gaming experiences. Given the well-crafted portrayals of trauma, how do the players perceive and experience Ellie’s and Abby’s PTSD and trauma, and the realism of the motion capture technology in The Last of Us Part II and in what ways does the emotional realism of motion-captured characters in The Last of Us Part II help players reflect on or cope with their own experiences of trauma?