ArticleFrontiers in psychiatry2022
Depiction of mental illness and psychiatry in popular video games over the last 20 years.
Article in Frontiers in psychiatry, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.
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Who cites it
2 citing papers in PubMed.
- Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization.Frontiers in psychology · 2025Article
- Electroconvulsive therapy portrayal in contemporary video games.Frontiers in psychiatry · 2023Article
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Authors and funding
11 authors.
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Abstract
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.
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