How Commercial Video Games Portraying Mental Illness Are Connected to Stigma: An Exploratory Study
Heliyon,
Journal Year:
2025,
Volume and Issue:
unknown, P. e42804 - e42804
Published: Feb. 1, 2025
Language: Английский
Loneliness: A Scoping Review of Reviews From 2001 to 2023
Theresia Ell,
No information about this author
Débora B. Maehler,
No information about this author
Lydia Repke
No information about this author
et al.
The Journal of Psychology,
Journal Year:
2025,
Volume and Issue:
unknown, P. 1 - 29
Published: Feb. 25, 2025
The
growing
number
of
primary
studies
and
reviews
on
loneliness,
the
multidisciplinary
efforts
to
comprehend
this
complex
phenomenon
from
various
perspectives,
underscore
heightened
recognition
its
impact
individual
societal
well-being
health.
To
comprehensively
assess
size
scope
research
field,
we
conducted
a
scoping
review
35
English-language
published
between
2001
2023.
Focusing
specifically
psychological
research,
these
covered
total
N
=
1,089
studies,
which
were
1986
2022.
In
addition
providing
broad
overview
structure
present
aimed
explore
methodological
landscape
loneliness
including
data
collection,
sample
demographics,
measures,
key
topics
evidence
in
field.
By
deepening
understanding
identifying
gaps
challenges,
our
analyses
provide
critical
insights
for
future
endeavors,
thereby
fostering
advances
Language: Английский
How Players Perceive Mental Illness in Commercial Video Games: A Comparison of Positive and Negative Portrayals
Published: Jan. 1, 2025
Language: Английский
How Commercial Video Games Portraying Mental Illness are Connected to Stigma: An Exploratory Study
Published: Jan. 1, 2024
It
is
well-established
that
negative
portrayal
of
mental
illness
(MI)
in
TV
series
and
fiction
can
shape
consumers'
attitudes
towards
MI.
However,
research
concerning
the
association
between
playing
video
games
portraying
MI
a
stigmatizing
manner
players'
health
conditions
scarce.
To
address
this
gap,
an
online
questionnaire
was
administered
(N=141),
featuring
items
measuring
participants'
stigma
surrounding
gaming
habits.
A
Pearson
correlation
coefficient
revealed
no
significant
relationship
number
played
(r(98)=–.039,
p=.70).
Moreover,
Welch's
t-test
did
not
indicate
difference
gamers
with
portrayals
(M=27.5,
SD=7.0)
non-gamers
(M=29.7,
SD=8.76);
t(104)=-1.2,
p=.234.This
indicates
players
consume
content
depicting
negatively
without
carrying
over
beliefs
about
into
their
real-life
perspectives.
Future
could
employ
experimental
settings
to
investigate
causal
relationships
these
variables.
Language: Английский