Mental Health Representation in "Dumb Ways to Die"
“Dumb Ways to Die” was originally launched as a music video campaign by the Australian government to promote safety and raise awareness for suicidal thoughts near train tracks. Upon its release on YouTube in November 2012, the video quickly gained immense traction, which led to the creation of a mobile game version that I will be reviewing today.
Before diving into the positive and negative aspects of how this “serious” game handles mental health issues, it’s important to understand its style. The game is built around a series of fast-paced mini-games, where players collect points, coins, and various cartoon characters. Each character in the game is deceased, with backstories that tie into the “dumb ways to die” theme. For example, one character was eaten by a bear, another was used as target practice, and another stood too close to train tracks. These characters’ stories—though entertaining—stray significantly from the game’s original message about train safety. The mini-games themselves vary in difficulty, ranging from tasks like avoiding gunshots to simply “not pressing a red button.” As players progress, the mini-games repeat, but their speed increases exponentially to keep the gameplay engaging. Players are given three lives, offering some room for error before losing the game entirely.
Now, let's take a closer look at what the game does well and where it falls short in terms of mental health representation. Starting with the positives, the game excels at being simple and straightforward. Players are rarely bombarded with lengthy instructions or large blocks of text, which keeps the experience engaging. Additionally, the games and animations are lighthearted, humorous, and fun, making the experience enjoyable for players of all ages. The game also allows players to take breaks with mini-games that involve minimal interaction, such as the “don’t press the red button” challenge. This mechanic encourages a more relaxed pace. Furthermore, the repetition of the mini-games, combined with the three-life system, helps players learn quickly and adapt without feeling overly punished for mistakes.
However, despite these positive aspects, the game has significant shortcomings when it comes to representing mental health and staying true to its original purpose. The most glaring issue is how much the game diverges from its original goal of raising awareness about the serious issue of train-related accidents and safety. The inclusion of silly characters with outlandish deaths, the lack of railway safety-themed mini-games, and the overall focus on entertainment rather than education highlight a shift away from the campaign's original serious message. To make matters worse, years after the game's original release, the developers added a feature that allows players to collect coins and customize their characters. While rewards play a significant role in motivating players, these customizations serve no educational purpose. Instead, they appear to be a way to keep players hooked and addicted to the game, further diverting attention from its original goal of promoting safety awareness.
Ultimately, while the game succeeds in a few areas, such as being entertaining and easy to play, it falls short in terms of mental health representation and deviates from its initial purpose of raising awareness about serious safety issues. This raises an important question that I would like to conclude with: how can we strike a balance between entertainment and education in serious video games? Is it possible to successfully combine both elements without compromising the message?