Depiction of mental illness and psychiatry in popular video games over the last 20 years
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00023001%3A_____%2F22%3A00083452" target="_blank" >RIV/00023001:_____/22:00083452 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00064173:_____/22:43923824 RIV/00064165:_____/22:10446932 RIV/00216208:11110/22:10446932
Výsledek na webu
<a href="https://www.frontiersin.org/articles/10.3389/fpsyt.2022.967992/full" target="_blank" >https://www.frontiersin.org/articles/10.3389/fpsyt.2022.967992/full</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.3389/fpsyt.2022.967992" target="_blank" >10.3389/fpsyt.2022.967992</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Depiction of mental illness and psychiatry in popular video games over the last 20 years
Popis výsledku v původním jazyce
Video games represent a rapidly growing media form that is a daily activity for many youths. So far, only a little attention has been paid to the portrayal of mental illnesses and psychiatric intervention within them. In our research, we explored the best-selling video games released between 2002-2021 in order to analyse these representations. We came to the conclusion that approximately 1 out of 10 popular games attempts to portray symptoms of mental illness - with a majority of 75% of them in a negative and stereotypical way. Despite the majority of mental illness depiction in popular video games being negative, there are mounting reports that certain representations have a positive impact on their player bases. Further studies are required, as to how much videogames influence the player's attitude toward this topic.
Název v anglickém jazyce
Depiction of mental illness and psychiatry in popular video games over the last 20 years
Popis výsledku anglicky
Video games represent a rapidly growing media form that is a daily activity for many youths. So far, only a little attention has been paid to the portrayal of mental illnesses and psychiatric intervention within them. In our research, we explored the best-selling video games released between 2002-2021 in order to analyse these representations. We came to the conclusion that approximately 1 out of 10 popular games attempts to portray symptoms of mental illness - with a majority of 75% of them in a negative and stereotypical way. Despite the majority of mental illness depiction in popular video games being negative, there are mounting reports that certain representations have a positive impact on their player bases. Further studies are required, as to how much videogames influence the player's attitude toward this topic.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
30215 - Psychiatry
Návaznosti výsledku
Projekt
—
Návaznosti
V - Vyzkumna aktivita podporovana z jinych verejnych zdroju
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Frontiers in psychiatry
ISSN
1664-0640
e-ISSN
1664-0640
Svazek periodika
13
Číslo periodika v rámci svazku
August 15
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
11
Strana od-do
"art. no. 967992"
Kód UT WoS článku
000848048900001
EID výsledku v databázi Scopus
2-s2.0-85138076889