How Commercial Video Games Portraying Mental Illness are Connected to Stigma: An Exploratory Study DOI
Gloria Mittmann, Matthias Neumann, Verena Steiner‐Hofbauer

et al.

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

How Commercial Video Games Portraying Mental Illness Are Connected to Stigma: An Exploratory Study DOI Creative Commons
Gloria Mittmann, Matthias Neumann, Verena Steiner‐Hofbauer

et al.

Heliyon, Journal Year: 2025, Volume and Issue: unknown, P. e42804 - e42804

Published: Feb. 1, 2025

Language: Английский

Citations

1

Loneliness: A Scoping Review of Reviews From 2001 to 2023 DOI Creative Commons

Theresia Ell,

Débora B. Maehler, Lydia Repke

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

Citations

0

How Players Perceive Mental Illness in Commercial Video Games: A Comparison of Positive and Negative Portrayals DOI
Gloria Mittmann, Sylvia Dörfler, Susanne Siegmann

et al.

Published: Jan. 1, 2025

Language: Английский

Citations

0

How Commercial Video Games Portraying Mental Illness are Connected to Stigma: An Exploratory Study DOI
Gloria Mittmann, Matthias Neumann, Verena Steiner‐Hofbauer

et al.

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

Citations

0