This particular title refers to a controversial interactive media product, usually discovered on-line, that presents the consumer with simulated situations depicting self-harm. The content material sometimes entails a story construction culminating in a digital suicide. These digital experiences, whereas offered as video games, are extensively criticized for his or her potential to negatively affect susceptible people and contribute to the normalization of suicidal ideation.
The proliferation of such content material raises vital moral and societal considerations. The dearth of regulation and the convenience of entry, significantly for youthful audiences, are major points. Traditionally, the distribution of comparable supplies has been linked to situations of copycat habits and elevated charges of self-harm, making the speedy dissemination of those interactive situations significantly alarming. The anonymity afforded by the web additional complicates efforts to observe and prohibit the unfold of those probably dangerous simulations.