Mental Health Help-Seeking Behavior of Male Video Game Players
An Online Survey
Bibliographic Data
| ID | 22004430 |
|---|---|
| Authors | Emma L van der Schyff (0000-0003-2110-5293, The University of Sydney, corresponding author), Krestina L Amon (0000-0003-3890-4171, The University of Sydney), Brad Ridout (0000-0001-8067-0490, The University of Sydney), Rowena Forsyth (0000-0001-5597-7263, The University of Sydney), Andrew J Campbell (0000-0002-2217-2589, The University of Sydney) |
| Year | 2023 |
| Volume | 26 |
| Issue | 9 |
| Pages | 717-723 |
| Publication date | 2023-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Cyberpsychology Behavior and Social Networking (JOURNAL) |
| Journal identifiers | ISSN: 2152-2715 • E-ISSN: 2152-2723 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1089/cyber.2023.0035 |
| PMID | 37540082 |
| OpenAlex | W4385564845 |
| Language | EN |
| Citations received | 1 |
| References cited | 28 |
Video gaming is a popular pastime for young males, having been shown to have both positive and negative effects on players' mental health. The aim of the current study was to ascertain the rate that male video gamers may seek mental health support for mental ill-health generally. The secondary aims were to (a) identify the most prolific barriers to seeking help; (b) determine how confident this group is to seek help; and (c) whether the variance in help-seeking efficacy be explained, in part, by age, hours gamed, self-esteem, and social capital. The survey included sections on demographic information, standardized measures of self-esteem (The Rosenberg Self-Esteem Scale), social capital (The Social Capital in Gaming Scale), help-seeking efficacy (Self-Efficacy to Seek Mental Health Care Scale), and non-standardized measures of help-seeking behavior and help-seeking barriers. The survey of 2,515 participants had a mean age of 21.37 years. The analysis identified that most participants had not sought mental health support for themselves. The most prolific barriers for this cohort to seek help were cost, confidentiality, and trust. Confidence to seek help was rated the lowest for overcoming embarrassment, understanding information, and coping with others' reactions. Help-seeking efficacy was found to be significantly predicted by age, hours spent gaming, self-esteem, and social capital. Low rates of seeking help, coupled with identifying the significant barriers of this group to seek help, may inform researchers aiming to develop targeted interventions for male youth interested in gaming and who are exhibiting mental ill-health to gain initial access, or engage more often, with mental health services when needed. Further research is recommended for investigating male gamers' insights in determining how to overcome the identified barriers for this cohort to improve mental health seeking behavior rather than avoidant behavior. From this, stigma reduction and ease of access to digital mental health services could be improved
Embarrassment · Help-seeking · Mental health · Psychiatry · Psychological intervention · Social support · Child Development and Digital Technology · Clinical Psychology · Digital Mental Health Interventions · Impact of Technology on Adolescents · Psychology · Social Psychology
Diagnostic and Statistical Manual of Mental Disorders
The Association Between Video Gaming and Psychological Functioning
Perceived barriers and facilitators to mental health help-seeking in young people
A cross-national study on gender differences in suicide intent
The Self–Stigma of Mental Illness
A systematic review of the factors associated with delays in medical and psychological help-seeking among men
Sex and gender differences in substance use disorders
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders
Commercial video games as a resource for mental health
Gaming Social Capital
Why We Distort in Self-Report
Help‐Seeking Comfort and Receiving Social Support
Trends in Mental Health Services Utilization and Stigma in US Soldiers From 2002 to 2011
Effects of prosocial video games on prosocial behavior
Simultaneous Administration of the Rosenberg Self-Esteem Scale in 53 Nations
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 1 |