Depiction of mental illness and psychiatry in popular video games over the last 20 years
Status PubMed-not-MEDLINE Jazyk angličtina Země Švýcarsko Médium electronic-ecollection
Typ dokumentu časopisecké články
PubMed
36046156
PubMed Central
PMC9421125
DOI
10.3389/fpsyt.2022.967992
Knihovny.cz E-zdroje
- Klíčová slova
- mental illness, psychiatric care, psychiatry-history, stigma, video game,
- Publikační typ
- časopisecké články MeSH
Video games represent a rapidly growing media form that is a daily activity for many youths. So far, only a little attention has been paid to the portrayal of mental illnesses and psychiatric intervention within them. In our research, we explored the best-selling video games released between 2002-2021 in order to analyse these representations. We came to the conclusion that approximately 1 out of 10 popular games attempts to portray symptoms of mental illness - with a majority of 75% of them in a negative and stereotypical way. Despite the majority of mental illness depiction in popular video games being negative, there are mounting reports that certain representations have a positive impact on their player bases. Further studies are required, as to how much videogames influence the player's attitude toward this topic.
Faculty Hospital Královské Vinohrady Prague Czechia
Grammar School Bilikova Bratislava Slovakia
Institute of Clinical and Experimental Medicine Prague Czechia
Zobrazit více v PubMed
Hyler SE, Gabbard GO, Schneider I. Homicidal maniacs and narcissisfic parasites: stigmatization of mentally ill persons in the movies. Psychiatr Serv. (1991) 42:1044–8. 10.1176/ps.42.10.1044 PubMed DOI
Wahl OF. Mass media images of mental illness: a review of the literature. J Commun Psychol. (1992) 20:343–52. 10.1002/1520-6629(199210)20:4<343::AID-JCOP2290200408>3.0.CO;2-2 DOI
Owen PR. Portrayals of schizophrenia by entertainment media: a content analysis of contemporary movies. Psychiatr Serv. (2012) 63:655–9. 10.1176/appi.ps.201100371 PubMed DOI
Sienaert P. Based on a True Story? The portrayal of ECT in international movies and television programs. Brain Stimul. (2016) 9:882–91. 10.1016/j.brs.2016.07.005 PubMed DOI
Finances Online (2020). Available online at: https://financesonline.com/number-of-gamers-worldwide/ (accessed June 12, 2022).
Bogost I. Persuasive Games: The Expressive Power of Videogames. MIT Press. (2010).
Granic I, Lobel A, Engels RC. The benefits of playing video games. Am Psychol. (2014) 69:66. 10.1037/a0034857 PubMed DOI
Lau HM, Smit JH, Fleming TM, Riper H. Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis. Front Psychiatry. (2017) 7:209. 10.3389/fpsyt.2016.00209 PubMed DOI PMC
Anderson SL. Portraying mental illness in video games: exploratory case studies for improving interactive depictions. Loading. (2020) 13:20–33. 10.7202/1071449ar DOI
Ferrari M, McIlwaine SV, Jordan G, Shah JL, Lal S, Iyer SN. Gaming with stigma: analysis of messages about mental illnesses in video games. JMIR Mental Health. (2019) 6:e12418. 10.2196/12418 PubMed DOI PMC
Shapiro S, Rotter M. Graphic depictions: portrayals of mental illness in video games. J Forensic Sci. (2016) 61:1592–5. 10.1111/1556-4029.13214 PubMed DOI
UK Games Charts, ukiepedia. (2021). Available online at: https://ukiepedia.ukie.org.uk/index.php/UK_Games_Charts (accessed June 12, 2022).
UK Annual Report. (2021). Available online at: https://www.gamesindustry.biz/articles/2021-01-08-43-million-games-sold-in-the-uk-in-2020-uk-annual-report (accessed June 12, 2022).
Thomas DR. A General Inductive Approach for Qualitative Data Analysis. SAGE: (2003).
Angermeyer MC, Matschinger H. The effect of violent attacks by schizophrenic persons on the attitude of the public towards the mentally ill. Soc Sci Med. (1996) 43:1721–8. 10.1016/S0277-9536(96)00065-2 PubMed DOI
Buchanan A, Sint K, Swanson J, Rosenheck R. Correlates of future violence in people being treated for schizophrenia. Am J Psychiatry. (2019) 176:694–701. 10.1176/appi.ajp.2019.18080909 PubMed DOI
Cho W, Shin WS, An I, Bang M, Cho DY, Lee SH. Biological aspects of aggression and violence in schizophrenia. Clin Psychopharmacol Neurosci. (2019) 17:475–86. 10.9758/cpn.2019.17.4.475 PubMed DOI PMC
Imhoff R. Zeroing in on the effect of the schizophrenia label on stigmatizing attitudes: a large-scale study. Schizophr Bull. (2016) 42:456–63. 10.1093/schbul/sbv137 PubMed DOI PMC
Stuart H. Violence and mental illness: an overview. World Psychiatry. (2003) 2:121–124. PubMed PMC
Thornicroft G, Brohan E, Rose D, Sartorius N, Leese M, INDIGO Study Group. Global pattern of experienced and anticipated discrimination against people with schizophrenia: a cross-sectional survey. Lancet. (2009) 373:408–15. 10.1016/S0140-6736(08)61817-6 PubMed DOI
Austin J. “The Hardest Battles Are Fought in the Mind”: Representations of Mental Illness in Ninja Theory's Hellblade: Senua's Sacrifice. Game Studies (2021).
Meakin E, Vaughan B, Cullen C. “Understanding” Narrative; Applying Poetics to Hellblade: Senua's Sacrifice. Game Studies (2021).
Ferrari M, Bush N, Clark D, Archie S. Debris: Exploring the Video Game Values That Can Help Reduce Mental Illness Stigma. (2016). Available online at: http://www.digra.org/digital-library/publications/debris-exploring-the-videogame-values-that-can-help-reduce-mental-illness-stigma (accessed June 12, 2022).
Fordham J, Ball C. Framing mental health within digital games: an exploratory case study of Hellblade. JMIR Mental Health. (2019) 6:e12432. 10.2196/12432 PubMed DOI PMC
Ortiz VM. The Power of Video Games: How Celeste and Hellblade Address Mental Health. CalPoly: (2021).
Hoffman KM. Social and cognitive affordances of two depression-themed games. Games Cult. (2019) 14:875–95. 10.1177/1555412017742307 DOI
Sackeim HA. Modern electroconvulsive therapy: vastly improved yet greatly underused. JAMA Psychiatry. (2017) 74:779–80. 10.1001/jamapsychiatry.2017.1670 PubMed DOI
The UK ECT Review Group . Efficacy and safety of electroconvulsive therapy in depressive disorders: a systematic review and meta-analysis. Lancet. (2003) 361:799–808. 10.1016/S0140-6736(03)12705-5 PubMed DOI
Electroconvulsive therapy portrayal in contemporary video games