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Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness
This study examines how playing a video game featuring a player-character with mental illness can positively impact mental illness stigma. We hypothesized that interactive gameplay would positively predict transportation into the story world. Then, transportation would predict identification with th...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7509402/ https://www.ncbi.nlm.nih.gov/pubmed/33013585 http://dx.doi.org/10.3389/fpsyg.2020.02240 |
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author | Ferchaud, Arienne Seibert, Jonmichael Sellers, Nicholas Escobar Salazar, Nivia |
author_facet | Ferchaud, Arienne Seibert, Jonmichael Sellers, Nicholas Escobar Salazar, Nivia |
author_sort | Ferchaud, Arienne |
collection | PubMed |
description | This study examines how playing a video game featuring a player-character with mental illness can positively impact mental illness stigma. We hypothesized that interactive gameplay would positively predict transportation into the story world. Then, transportation would predict identification with the main character. This identification should then reduce stigma in two ways: by lowering stereotyping and limiting participants’ desire for social distance. A two-factor, yoked experiment was designed utilizing Hellblade: Senua’s Sacrifice, a game praised for its accurate portrayal of psychosis. The main character, Senua, suffers from psychosis and must navigate her quest along with her own mental health. Players either played the first 45 min of the game or watched gameplay footage of other participants’ sessions. Transportation into the story world, identification with Senua, and the two aspects of stigma – stereotyping and social distance – were measured. Consistent with hypotheses, a structural equation model found an indirect path from gameplay to reduced social distance through first transportation and then identification. Players also reported higher levels of transportation than non-players, and that heightened transportation led to greater identification and then a lowered desire for social distance from the mentally ill. The indirect path to stereotyping was not significant. These results and implications are discussed in detail. |
format | Online Article Text |
id | pubmed-7509402 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-75094022020-10-02 Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness Ferchaud, Arienne Seibert, Jonmichael Sellers, Nicholas Escobar Salazar, Nivia Front Psychol Psychology This study examines how playing a video game featuring a player-character with mental illness can positively impact mental illness stigma. We hypothesized that interactive gameplay would positively predict transportation into the story world. Then, transportation would predict identification with the main character. This identification should then reduce stigma in two ways: by lowering stereotyping and limiting participants’ desire for social distance. A two-factor, yoked experiment was designed utilizing Hellblade: Senua’s Sacrifice, a game praised for its accurate portrayal of psychosis. The main character, Senua, suffers from psychosis and must navigate her quest along with her own mental health. Players either played the first 45 min of the game or watched gameplay footage of other participants’ sessions. Transportation into the story world, identification with Senua, and the two aspects of stigma – stereotyping and social distance – were measured. Consistent with hypotheses, a structural equation model found an indirect path from gameplay to reduced social distance through first transportation and then identification. Players also reported higher levels of transportation than non-players, and that heightened transportation led to greater identification and then a lowered desire for social distance from the mentally ill. The indirect path to stereotyping was not significant. These results and implications are discussed in detail. Frontiers Media S.A. 2020-09-09 /pmc/articles/PMC7509402/ /pubmed/33013585 http://dx.doi.org/10.3389/fpsyg.2020.02240 Text en Copyright © 2020 Ferchaud, Seibert, Sellers and Escobar Salazar. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Ferchaud, Arienne Seibert, Jonmichael Sellers, Nicholas Escobar Salazar, Nivia Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness |
title | Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness |
title_full | Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness |
title_fullStr | Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness |
title_full_unstemmed | Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness |
title_short | Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness |
title_sort | reducing mental health stigma through identification with video game avatars with mental illness |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7509402/ https://www.ncbi.nlm.nih.gov/pubmed/33013585 http://dx.doi.org/10.3389/fpsyg.2020.02240 |
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