Evidence map›Paper›PMID 42057427›Full record

ArticleJMIR research protocols2026

Portrayals of Mental Health in Video Games: Protocol for a Scoping Review.

Helga Dis Isfold Sigurdardottir, Víctor Manuel Perez-Colado, Cathrine Fredriksen Moe, Terje Geir Solvoll, Stefan Rennick-Egglestone

Abstract read
In one paragraph

Article in JMIR research protocols, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Helga Dis Isfold SigurdardottirJournalism and Creative Media, Faculty of Social Sciences, Nord University, Høgskolevegen 27, Levanger, 7600, Norway, 47 74 11 21 14.ORCID 0000-0002-5440-3230
Víctor Manuel Perez-ColadoJournalism and Creative Media, Faculty of Social Sciences, Nord University, Høgskolevegen 27, Levanger, 7600, Norway, 47 74 11 21 14.ORCID 0000-0001-9778-8129
Cathrine Fredriksen MoeFaculty of Nursing and Health Sciences, Nord University, Bodø, Norway.ORCID 0000-0001-9520-4011
Terje Geir SolvollNorwegian Centre for E-health Research, Tromsø, Norway.ORCID 0000-0001-8874-7106
Stefan Rennick-EgglestoneInstitute of Mental Health, University of Nottingham, Nottingham, United Kingdom.ORCID 0000-0003-4187-011X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Digital games are increasingly influential in shaping public perceptions of mental health due to their interactive and narrative nature. While serious games designed for therapeutic use have been studied, less is known about how mental health challenges are portrayed in mainstream video games for leisure and the impact of these portrayals on players. Objective: This scoping review aims to explore how academic studies address the representation of mental health challenges in contemporary video games for leisure, with particular attention to game design features, depictions of coping or living with a mental health condition, recovery, and intervention. Methods: The review follows the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) methodology and applies the population, concept, and context framework. A comprehensive literature search was conducted across 6 databases (PubMed, Scopus, ProQuest, ERIC, IEEE Xplore, and Web of Science) in July 2024 and will be updated to include studies published until November 2025. Eligible studies include peer-reviewed original research on the portrayal of mental health in mainstream digital games. Screening and data extraction were conducted independently by 2 reviewers using Rayyan and NVivo software. Data synthesis will be narrative, focusing on themes of representation, game mechanics, recovery, and audience impact. Results: As this is a protocol, no empirical results are available. The completed review will map how scholarly studies conceptualize and analyze portrayals of mental health in video games, identify recurring thematic and design patterns, and synthesize trends in how researchers frame the relationship between gameplay and mental health representation. Conclusions: By systematically mapping the current literature, this review will contribute to a deeper understanding of how mental health is depicted in mainstream games and will highlight areas for future research, including ethical considerations and opportunities for more informed, empathetic, and responsible game design.

Indexed as

Mental HealthVideo GamesDigital MediaHumansMental DisordersScoping Reviews as Topicleisure gamingmental health challengesmental health portrayalrecovery narrativesvideo games

Identifiers

PMID42057427
PMCPMC13129024

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

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.