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Depiction of mental illness and psychiatry in popular video games over the last 20 years

Bibliographic Data

ID15518324
AuthorsJozef 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)
Year2022
Volume13
Pages967992-967992
Publication date2022-08-15
Open AccessYes
TypeARTICLE
VenueFrontiers in Psychiatry (JOURNAL)
Journal identifiersISSN: 1664-0640 • E-ISSN: 1664-0640
PublisherFrontiers Media (PUBLISHER • CH)
DOI10.3389/fpsyt.2022.967992
PMID36046156
OpenAlexW4291465442
LanguageEN
Citations received5
References cited7

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 year1.67
Citation span2023 - 2025 (3)
Highly citedNo

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