Afterlife-Themed Video Games

Spiritfarer Educates Players on How to Cope with the Concept of Death

Spitfarer is a video game that aims to both entertain and educate its players about coping with death. In the adventure and simulation game, players will embody Stella, a spirit guide and the captain of a ferry that transports the dead. Stella's goal is to build a boat to explore the world, make new spirit friends, and take care of them.

As the Washington Post reports, “For creative director Nicolas Guérin, building a death-positive game was cathartic; a way to cope with his own mortality as well as the passing of loved ones.”

In a world where a pandemic is still raging and consumers try to cope with increased anxiety levels, perhaps a video game that teaches its players how to cope with such a dark concept could not have come at a better time.

Image Credit: Thunder Lotus Games

Death Positive
Creating video games that address the concept of death in a positive and educational way can provide a cathartic experience for players and help them cope with mortality.
Edutainment Gaming
Combining educational elements with entertainment in video games can provide players with a unique learning experience while still offering enjoyable gameplay.
Simulation Games
Simulation games that allow players to assume different roles and navigate complex scenarios can provide valuable insights and perspectives on various aspects of life, such as coping with death.

Where This Applies

Video Game Development
Developing video games that explore topics like death and offer educational value can open up new opportunities for game developers to provide unique and meaningful experiences for players.
Mental Health and Wellness
Incorporating elements of coping strategies and mental health education in video games can contribute to the wellness industry by providing interactive tools for individuals to manage their anxieties and fears.
Education and Training
Integrating video games with educational content can enhance the way people learn and acquire new knowledge, offering immersive and engaging learning experiences in fields such as psychology and emotional well-being.
SCORE
1.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 1%
Activity 38%
Freshness 9%

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