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Dataset Information

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


ABSTRACT:

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

SUBMITTER: Ferrari M 

PROVIDER: S-EPMC6707601 | biostudies-literature | 2019 May

REPOSITORIES: biostudies-literature