Published on in Vol 6, No 5 (2019): May

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/12418, first published .
Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

Journals

  1. Fordham J, Ball C. Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade. JMIR Mental Health 2019;6(4):e12432 View
  2. Buday J, Neumann M, Heidingerová J, Michalec J, Podgorná G, Mareš T, Pol M, Mahrík J, Vranková S, Kališová L, Anders M. Depiction of mental illness and psychiatry in popular video games over the last 20 years. Frontiers in Psychiatry 2022;13 View
  3. Adair C, Luna-Rose H. Insights from an online self-help forum for people with gaming problems. Current Opinion in Behavioral Sciences 2022;46:101157 View
  4. Meinen L. Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames. Games and Culture 2023;18(7):919 View
  5. Goodwin J, Behan L. Does media content have an impact on help-seeking behaviors for mental illness? A systematic review. Mental Health Review Journal 2023;28(3):283 View
  6. Kasdorf R. Representation of mental illness in video games beyond stigmatization. Frontiers in Human Dynamics 2023;5 View
  7. Soria‐Martínez M, Navarro‐Pérez C, Pérez‐Ardanaz B, Martí‐García C. Conceptual framework of mental health literacy: Results from a scoping review and a Delphi survey. International Journal of Mental Health Nursing 2024;33(2):281 View
  8. Ben-David S, Campos M, Nahal P, Kuber S, Jordan G, DeLuca J. Applying the Visual-Verbal Video Analysis Framework to Understand How Mental Illness is Represented in the TV Show Euphoria. International Journal of Qualitative Methods 2024;23 View
  9. Buday J, Neumann M, Žaludová Heidingerová J, Mareš T, Magyarová E, Thai Le H, Divácký D, Jirečková G, Albrecht J, Kališová L, Pol M, Mahrík J, Buday P, Anders M. Electroconvulsive therapy portrayal in contemporary video games. Frontiers in Psychiatry 2024;14 View
  10. Hodge D, Turner P. Spirituality and people with psychosis: A content analysis of influential primetime television programs. The International Journal of Psychiatry in Medicine 2025;60(1):71 View
  11. Sun X, Li X. Video Game Time and Psychosocial Well-being in Chinese Children: the Mediating Role of Self-Esteem. Journal of Child and Family Studies 2024;33(9):2814 View
  12. Khodakarami F, Sekhavat Y, Alizadeh F. Evergreen: An existential video game to increase the indices associated with existential thinking in the audience. Entertainment Computing 2024;50:100679 View
  13. Torabi S, Preston J. Echoes of Madness: Exploring Disability and Mental Illness in Hellblade: Senua’s Sacrifice. Societies 2024;14(9):170 View
  14. Mittmann G, Steiner-Hofbauer V, Dorczok M, Schrank B. A scoping review about the portrayal of mental illness in commercial video games. Current Psychology 2024;43(39):30873 View

Books/Policy Documents

  1. King M, Marsh T, Akcay Z. Serious Games. View