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

и другие.

Опубликована: Янв. 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.

Язык: 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

и другие.

Heliyon, Год журнала: 2025, Номер unknown, С. e42804 - e42804

Опубликована: Фев. 1, 2025

Язык: Английский

Процитировано

1

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

Theresia Ell,

Débora B. Maehler, Lydia Repke

и другие.

The Journal of Psychology, Год журнала: 2025, Номер unknown, С. 1 - 29

Опубликована: Фев. 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

Язык: Английский

Процитировано

0

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

и другие.

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Gaming the Mind - Mental Health in Video Games for Leisure: A Scoping Review of Game Design, Representation, Recovery, and Potential Impact – Protocol for a Scoping Review (Preprint) DOI
Helga Dís Ísfold Sigurðardóttir, Víctor M. Pérez-Colado, Cathrine Fredriksen Moe

и другие.

Опубликована: Июнь 1, 2025

BACKGROUND Digital games are increasingly influential in shaping public perceptions of mental health due to their interactive and narrative nature. While serious designed for therapeutic use have been studied, less is known about how challenges portrayed mainstream video leisure the impact these portrayals on players. OBJECTIVE This scoping review aims explore represented contemporary leisure, with specific attention role game design, depictions coping mechanisms, recovery intervention, potential impacts players perception. METHODS The follows PRISMA-ScR methodology applies Population–Concept–Context (PCC) framework. A comprehensive literature search was conducted across six databases (PubMed, Scopus, ProQuest, ERIC, IEEE, Web Science) July 2024. Eligible studies include peer-reviewed original research portrayal digital games. Screening data extraction were independently by two reviewers using Rayyan NVivo. Data synthesis will be narrative, focusing themes representation, mechanics, recovery, audience impact. RESULTS a protocol. Results map scope nature games, identify thematic design patterns, summarize scholars conceptualize intersection gameplay representation. CONCLUSIONS By systematically mapping current literature, this contribute deeper understanding depicted highlight areas future research, including ethical considerations opportunities more informed, empathetic, responsible design. CLINICALTRIAL Registration: protocol has not yet registered. Registration (e.g., PROSPERO) being considered.

Язык: Английский

Процитировано

0

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

и другие.

Опубликована: Янв. 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.

Язык: Английский

Процитировано

0