Abstract
It is well-established that negative portrayal of mental illness (MI) in TV series and fiction can
shape consumers’ attitudes towards MI. However, research concerning the association between
playing video games portraying MI in a stigmatizing manner and players’ attitudes towards
mental health conditions is scarce. To address this gap, an online questionnaire was administered
(N = 119), featuring items measuring participants’ stigma surrounding MI and gaming habits.
Pearson correlation coefficients revealed no significant relationship between the number of
negative video games played and stigma (r (117) = –.060, p = .52) nor between the number of
hours played and stigma (r (117) = -.037, p = .69). Moreover, a t-test did not indicate a signif-
icant difference in stigma between gamers playing video games with negative portrayals of MI (M
= 27.3, SD = 7.1) and non-gamers (M = 29.7, SD = 8.8); t (95) = -1.293, p = .199. These results
indicate that consumption of video games, even those with negative depictions of MI, is not
associated with holding stigmatizing beliefs of MI. Future research could employ experimental
settings to investigate causal relationships between these variables.
shape consumers’ attitudes towards MI. However, research concerning the association between
playing video games portraying MI in a stigmatizing manner and players’ attitudes towards
mental health conditions is scarce. To address this gap, an online questionnaire was administered
(N = 119), featuring items measuring participants’ stigma surrounding MI and gaming habits.
Pearson correlation coefficients revealed no significant relationship between the number of
negative video games played and stigma (r (117) = –.060, p = .52) nor between the number of
hours played and stigma (r (117) = -.037, p = .69). Moreover, a t-test did not indicate a signif-
icant difference in stigma between gamers playing video games with negative portrayals of MI (M
= 27.3, SD = 7.1) and non-gamers (M = 29.7, SD = 8.8); t (95) = -1.293, p = .199. These results
indicate that consumption of video games, even those with negative depictions of MI, is not
associated with holding stigmatizing beliefs of MI. Future research could employ experimental
settings to investigate causal relationships between these variables.
Translated title of the contribution | Wie kommerzielle Videospiele mit Darstellungen psychischer Erkrankungen mit Stigmatisierung zusammenhängen: Eine explorative Studie |
---|---|
Original language | English |
Article number | e42804 |
Journal | Heliyon |
Volume | 11 |
Issue number | 5 |
DOIs | |
Publication status | Published - 18 Feb 2025 |
Keywords
- Mental health
- Mental disorder
- Media representation
- Digital games
- Attitudes