Access the full text.
Sign up today, get DeepDyve free for 14 days.
H. Wenzel, I. Bakken, Agneta Johansson, K. Götestam, A. Øren (2009)
Excessive Computer Game Playing among Norwegian Adults: Self-Reported Consequences of Playing and Association with Mental Health ProblemsPsychological Reports, 105
C. Anderson, Akiko Shibuya, Nobuko Ihori, Edward Swing, B. Bushman, A. Sakamoto, H. Rothstein, M. Saleem (2010)
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.Psychological bulletin, 136 2
O. Wahl (2003)
News Media Portrayal of Mental IllnessAmerican Behavioral Scientist, 46
M. Griffiths, A. Meredith (2009)
Videogame Addiction and its TreatmentJournal of Contemporary Psychotherapy, 39
Phil Gooch, Ruth Living (2004)
The Therapeutic Use of Videogames within Secure Forensic Settings: A Review of the Literature and Application to PracticeThe British Journal of Occupational Therapy, 67
K. Hawton, K. Rodham, E. Evans, R. Weatherall (2002)
Deliberate self harm in adolescents: self report survey in schools in EnglandBMJ : British Medical Journal, 325
S. Merry, K. Stasiak, M. Shepherd, C. Frampton, T. Fleming, Mathijs Lucassen (2012)
The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trialThe BMJ, 344
T. Ceranoglu (2010)
Star Wars in Psychotherapy: Video Games in the OfficeAcademic Psychiatry, 34
G. Porter, V. Starcevic, D. Berle, Pauline Fenech (2010)
Recognizing Problem Video Game UseAustralian and New Zealand Journal of Psychiatry, 44
D. Coyle, Gavin Doherty, J. Sharry (2009)
An Evaluation of a Solution Focused Computer Game in Adolescent InterventionsClinical Child Psychology and Psychiatry, 14
Russoniello Russoniello, O'Brien O'Brien, Parks Parks (2009)
EEG, HRV and psychological correlates while playing Bejeweled II: a randomized controlled studyStudies Health Technological Information, 144
K. Durkin, B. Barber (2002)
Not so doomed: computer game play and positive adolescent developmentJournal of Applied Developmental Psychology, 23
Phil Hodkins (2000)
Time to changePipes & pipelines international, 45
Byrne Byrne (2001)
Psychiatric StigmaThe British Journal of Psychiatry, 178
Mason Mason (2003)
News Media Portrayal of mental illness: implications for public policyAmerican Behavioural Scientist, 46
Salter Salter, Byrne Byrne (2000)
Psychiatry and the media: from pitfalls to possibilitiesPsychiatric Bulletin, 27
N. Wilkinson, R. Ang, D. Goh (2008)
Online Video Game Therapy for Mental Health Concerns: A ReviewInternational Journal of Social Psychiatry, 54
Christopher Barlett, R. Harris, Ross Baldassaro (2007)
Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play.Aggressive behavior, 33 6
P. Kahlbaugh, Amanda Sperandio, A. Carlson, Jerry Hauselt (2011)
Effects of Playing Wii on Well-Being in the Elderly: Physical Activity, Loneliness, and MoodActivities, Adaptation & Aging, 35
M. Skoric, L. Teo, Rachel Neo (2009)
Children and Video Games: Addiction, Engagement, and Scholastic AchievementCyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 12 5
Jeffrey Snodgrass, Michael Lacy, H. Dengah, J. Fagan, David Most (2011)
Magical Flight and Monstrous Stress: Technologies of Absorption and Mental Wellness in AzerothCulture, Medicine, and Psychiatry, 35
Introduction There are a vast number of media products portraying mental health content carrying both positive and negative messages. While addressing these issues with regards to the media as a wider entity, this article is concerned with video games and the communicative resonance that its products have regarding players' understanding and feelings about mental health themes. The video game industry has tended to attract less attention than for example film, television or the press yet nonetheless having a strong influence upon attitudes and understanding about mental health. It is a richly expressive and creative medium with a powerful potential for health promotion, although largely depicting stigmatizing and misleading notions reflecting what is seen with other media source types (Morris ). It is the more‐commonly portrayed negative associations which health promoters/educators have to compete against and a specific example Batman: Arkham Asylum will be reviewed with comments made about its ambiguous and discriminatory notions of mental health. This is examined with regards to game players' interactive experience and ways in which negative messages and associations are conveyed. A contrast will be provided by some of the educative and health‐promotional games available and their impact upon game players' attitudes and
Journal of Psychiatric & Mental Health Nursing – Wiley
Published: Oct 1, 2013
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.