Video Games und Stigma – Der Einfluss stigmatisierender Darstellungen psychischer Erkrankungen auf die Einstellungen und Wahrnehmung der Spielenden

Translated title of the contribution: Video Games and Stigma – The Impact of Stigmatizing Representations of Mental Illness on Players’ Attitudes and Perceptions

Sylvia Doerfler (Presenter)

Research output: Contribution to conferencePoster at a conference

Abstract

Despite the growing relevance of video games, little research has been conducted on how stigmatizing portrayals of mental illness (MI) influence players’ attitudes and perceptions. Previous studies suggest that MI is often depicted negatively and stereotypically in games. To address this research gap, two studies were conducted on stigmatizing representations.

In an online survey with 119 participants (M = 30.53 ± 9.38 years; 46.2% female, 2.5% non-binary), gaming behavior and stigmatizing attitudes toward MI were assessed. No significant relationship was found between the number of games played featuring negative portrayals and stigmatizing attitudes, nor between playtime and stigma levels. Likewise, a t-test revealed no significant differences in stigma between players and non-players. These findings suggest that playing video games—even those containing negative portrayals of MI—is not necessarily associated with stigmatizing attitudes.

The second study examined perceptions of positive and negative portrayals and their influence on real-life attitudes. A mixed-methods approach was used, combining qualitative questionnaires, semantic differential scales, and focus groups. Quantitative data were analyzed using linear regression models, while qualitative data were examined through reflexive thematic analysis. A total of 113 participants took part (M = 29 ± 7 years; 34% female, 2% non-binary). The analysis revealed that characters from games with negative portrayals were rated significantly more negatively than those from games with positive portrayals. Players of positively framed games more frequently recognized MI as a central theme, whereas players of negatively framed games often did so only after being prompted. Furthermore, game elements such as metaphors also shaped the perception of MI. The real-life impact of these portrayals ranged from increased empathy and awareness to reinforced stigmatization or no effect at all. Positive portrayals generally had positive effects, while negative portrayals evoked both negative and positive reactions—supporting the assumption that negative depictions of MI in video games have only limited influence on real-world stigmatization.
Translated title of the contributionVideo Games and Stigma – The Impact of Stigmatizing Representations of Mental Illness on Players’ Attitudes and Perceptions
Original languageGerman
Publication statusPublished - 18 Sept 2025
EventPsychiatriekongress Basel 2025. Mensch, Psyche, Gehirn - Die Psychiatrie im Zentrum - Kongresscenter Basel, Basel, Switzerland
Duration: 18 Sept 202519 Sept 2025

Conference

ConferencePsychiatriekongress Basel 2025. Mensch, Psyche, Gehirn - Die Psychiatrie im Zentrum
Country/TerritorySwitzerland
CityBasel
Period18.09.202519.09.2025

Keywords

  • Stigma
  • Video Games
  • Mental illness
  • Players’ Attitudes
  • Players’ Perception

Fingerprint

Dive into the research topics of 'Video Games and Stigma – The Impact of Stigmatizing Representations of Mental Illness on Players’ Attitudes and Perceptions'. Together they form a unique fingerprint.

Cite this