Depiction of mental illness and psychiatry in popular video games over the last 20 years
Bibliographic Data
| ID | 15518324 |
|---|---|
| Authors | Jozef Buday (0000-0001-7684-7556, Charles University, corresponding author), Miroslav Neumann (Grammar School), Jana Žaludová Heidingerová (Charles University), J Michalec (0000-0003-0965-0774, Charles University), Gabriela Podgorná (Charles University), Tadeáš Mareš (0000-0001-8027-7197, Charles University), Marek Pol (0000-0002-9572-1542, University Hospital Kralovske Vinohrady), Jakub Mahrík (0000-0002-9163-1881, Institute of Clinical and Experimental Medicine), Stanislava Vranková (0000-0002-9183-4275, Slovak Academy of Sciences), Lucie Kališová (0000-0003-0695-2048, Charles University), Martin Anders (0000-0003-3039-3266, Charles University) |
| Year | 2022 |
| Volume | 13 |
| Pages | 967992-967992 |
| Publication date | 2022-08-15 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Frontiers in Psychiatry (JOURNAL) |
| Journal identifiers | ISSN: 1664-0640 • E-ISSN: 1664-0640 |
| Publisher | Frontiers Media (PUBLISHER • CH) |
| DOI | 10.3389/fpsyt.2022.967992 |
| PMID | 36046156 |
| OpenAlex | W4291465442 |
| Language | EN |
| Citations received | 5 |
| References cited | 7 |
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
Art · Depiction · Intervention (counseling · Media studies · Mental health · Mental illness · Multimedia · Popular culture · Psychiatry · Sociology · Video game · Visual arts · Digital Mental Health Interventions · Identity, Memory, and Therapy · Impact of Technology on Adolescents · Psychology
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| Citations per year | 1.67 |
|---|---|
| Citation span | 2023 - 2025 (3) |
| Highly cited | No |