Introduction
Helping and understanding people with video games
Bibliographic Data
| ID | 19478751 |
|---|---|
| Authors | Hakim Boussejra (Savoirs, Textes, Langage, corresponding author), Marie-Lou Troutier (Université de Bourgogne) |
| Year | 2026 |
| Volume | 24 |
| Issue | 1 |
| Pages | 1-9 |
| Publication date | 2026-01-02 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Popular Communication (JOURNAL) |
| Journal identifiers | ISSN: 1540-5702 • E-ISSN: 1540-5710 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/15405702.2026.2673313 |
| OpenAlex | W7160955960 |
| Language | EN |
| References cited | 19 |
Video games have been the subject of various debates on their potential harmfulness and their benefits. Within Game Studies, these debates have been explored, with the intent of clarifying what the biggest cultural industry in the world can bring to society today. This special issue, Helping and Understanding People with Video Games, explores some of these aspects, with a focus on serious games and serious gaming and their potential in education, training, and mental health. In this introduction, we oppose the negative biases toward video games developed within public opinion with research that has proven the interest and advantages of using game-based approaches to education on various subjects, as well as game-based mediations in the professional practice of psychologists and psychiatrists. Our aim here is to offer new perspectives on these topics and to contribute to the discussions on social, personal, and professional progress through games and gaming
Narrative · Video game · Digital Games and Media · Educational Games and Gamification · Usability and User Interface Design
| Highly cited | No |
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