ReviewAustralasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists2024
Practical psychiatry: Taking gaming seriously - a primer for psychiatrists on gamers and gaming culture.
Review in Australasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
3 citing papers in PubMed.
- Knowing How to Ask About Digital Culture in Youth Mental Health Care: A Co-Designed Tool.Early intervention in psychiatry · 2026Article
- Real-World in-Home Use Test Evaluation of a Unique Multi-Purpose Solution for Planned Replacement Soft Contact Lens Users.Clinical optometry · 2026Article
- Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning.European journal of investigation in health, psychology and education · 2024Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveUp to three billion, of the eight billion people in the world, play videogames. Gaming is a significant global sociocultural influence. This primer will aid psychiatrists in understanding sociocultural milieux of gamers, who include patients and their communities.
methodA rapid narrative review.
resultsBenefits include expression of personality, identity and culture through social aspects of gaming. Improved physical health, neurocognition, self-efficacy and quality of life are associated with gaming in those with certain mental health disorders including schizophrenia. Harms may include in-game discrimination, disordered gaming, as well as encouragement of online gambling. There is no longitudinal association between violent games and youth aggression.
conclusionsPsychiatrists should enquire about gaming as part of the sociocultural milieux of patients' lives, and the perceived mental health benefits and harms of gaming.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.