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Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

BACKGROUND: Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg,...

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Autores principales: Ferrari, Manuela, McIlwaine, Sarah V, Jordan, Gerald, Shah, Jai L, Lal, Shalini, Iyer, Srividya N
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6707601/
https://www.ncbi.nlm.nih.gov/pubmed/31066703
http://dx.doi.org/10.2196/12418
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author Ferrari, Manuela
McIlwaine, Sarah V
Jordan, Gerald
Shah, Jai L
Lal, Shalini
Iyer, Srividya N
author_facet Ferrari, Manuela
McIlwaine, Sarah V
Jordan, Gerald
Shah, Jai L
Lal, Shalini
Iyer, Srividya N
author_sort Ferrari, Manuela
collection PubMed
description BACKGROUND: Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness. OBJECTIVE: The aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games. METHODS: We performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained. RESULTS: We used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself. CONCLUSIONS: The game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.
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spelling pubmed-67076012019-11-18 Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games Ferrari, Manuela McIlwaine, Sarah V Jordan, Gerald Shah, Jai L Lal, Shalini Iyer, Srividya N JMIR Ment Health Original Paper BACKGROUND: Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness. OBJECTIVE: The aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games. METHODS: We performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained. RESULTS: We used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself. CONCLUSIONS: The game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness. JMIR Publications 2019-05-08 /pmc/articles/PMC6707601/ /pubmed/31066703 http://dx.doi.org/10.2196/12418 Text en ©Manuela Ferrari, Sarah V McIlwaine, Gerald Jordan, Jai L Shah, Shalini Lal, Srividya N Iyer. Originally published in JMIR Mental Health (http://mental.jmir.org), 08.05.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Ferrari, Manuela
McIlwaine, Sarah V
Jordan, Gerald
Shah, Jai L
Lal, Shalini
Iyer, Srividya N
Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
title Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
title_full Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
title_fullStr Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
title_full_unstemmed Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
title_short Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
title_sort gaming with stigma: analysis of messages about mental illnesses in video games
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6707601/
https://www.ncbi.nlm.nih.gov/pubmed/31066703
http://dx.doi.org/10.2196/12418
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