Playing with Perceptions
Reducing Mental Health Stigma through Proxy Experiences in Video Games
Dados Bibliográficos
| ID | 21830310 |
|---|---|
| Autores | Luke Simeon Pierce (Dublin City University, autor correspondente) |
| Ano | 2025 |
| Volume | 17 |
| Fascículo | 28 |
| Páginas | 87-116 |
| Data de publicação | 2025-01-01 |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Loading (JOURNAL) |
| Identificadores do periódico | ISSN: 1923-2691 • E-ISSN: 1923-2691 |
| Editora | Consortium Erudit (PUBLISHER • CA) |
| DOI | 10.7202/1124430ar |
| OpenAlex | W7151936185 |
| Idioma | EN |
| Referências citadas | 33 |
This pilot study examines how self-identified gamers perceive video games as tools for reducing public stigma around mental health issues (MHIs) using a sequential, linked mixed-methods design. A closed online survey (N = 50) assessed demographics, gaming/media engagement, and attitudes toward MHI representation and served as the recruitment pool for an in-person qualitative phase, in which a subset completed individual playtests of Hellblade: Senua’s Sacrifice (2017) followed by semi-structured interviews (n = 7). Participants across both phases supported the use of video games for destigmatization. Playtesters emphasised that stigma-reduction impacts are more plausible when designers prioritise engaging narrative design, immersive play, and meaningful player autonomy over overt, moralizing, or didactic instruction. They linked Hellblade’s authenticity and ethical representation to the proactive collaboration between developers, mental health professionals, and people with lived experience of MHIs. They also advocated for wider consultation with related affected groups (e.g., family members) to better reflect the cumulative and far reaching societal impacts of mental health issues. Three developer-oriented recommendations emerged: define target audiences beyond “gamers” alone; design research-informed games that balance compelling play with sensitive portrayal; and disseminate across several platforms concomitantly to reach active players, wider gaming-related communities, and non-gaming publics
Autonomy · Dissemination · Mental health · Narrative · Social media · Video game · Digital Games and Media · Digital Mental Health Interventions · Educational Games and Gamification
The Lancet Commission on ending stigma and discrimination in mental health
Covid 19 and its mental health consequences
Stigma
Snowball Sampling
Portraying Mental Illness in Video Games
Structural discrimination against people with mental illness; a scoping review
Reflecting on reflexive thematic analysis
Engagement With the Gurus of Gaming Culture
(Re)Playing (with) Video game History
A Qualitative Study of Child and Adolescent Mental Health during the Covid-19 Pandemic in Ireland
Actions and digital empathy in the interactive storytelling of serious games
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
Video Games and Agency in Contemporary Society
| Altamente citado | Não |
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