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Depiction of mental illness and psychiatry in popular video games over the last 20 years

Video games represent a rapidly growing media form that is a daily activity for many youths. So far, only a little attention has been paid to the portrayal of mental illnesses and psychiatric intervention within them. In our research, we explored the best-selling video games released between 2002–20...

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Detalles Bibliográficos
Autores principales: Buday, Jozef, Neumann, Miroslav, Heidingerová, Jana, Michalec, Jirí, Podgorná, Gabriela, Mareš, Tadeáš, Pol, Marek, Mahrík, Jakub, Vranková, Stanislava, Kališová, Lucie, Anders, Martin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9421125/
https://www.ncbi.nlm.nih.gov/pubmed/36046156
http://dx.doi.org/10.3389/fpsyt.2022.967992
Descripción
Sumario:Video games represent a rapidly growing media form that is a daily activity for many youths. So far, only a little attention has been paid to the portrayal of mental illnesses and psychiatric intervention within them. In our research, we explored the best-selling video games released between 2002–2021 in order to analyse these representations. We came to the conclusion that approximately 1 out of 10 popular games attempts to portray symptoms of mental illness – with a majority of 75% of them in a negative and stereotypical way. Despite the majority of mental illness depiction in popular video games being negative, there are mounting reports that certain representations have a positive impact on their player bases. Further studies are required, as to how much videogames influence the player's attitude toward this topic.