Practical psychiatry: Taking gaming seriously - a primer for psychiatrists on gamers and gaming culture
Date
Authors
Looi, Jeffrey
Wilkes, Fiona
Bastiampillai, Tarun
Allison, Stephen
Journal Title
Journal ISSN
Volume Title
Publisher
Sage Publications Inc
Abstract
Objective
Up to three billion, of the eight billion people in the world, play videogames. Gaming is a significant global sociocultural influence. This primer will aid psychiatrists in understanding sociocultural milieux of gamers, who include patients and their communities.
Method
A rapid narrative review.
Results
Benefits include expression of personality, identity and culture through social aspects of gaming. Improved physical health, neurocognition, self-efficacy and quality of life are associated with gaming in those with certain mental health disorders including schizophrenia. Harms may include in-game discrimination, disordered gaming, as well as encouragement of online gambling. There is no longitudinal association between violent games and youth aggression.
Conclusions
Psychiatrists should enquire about gaming as part of the sociocultural milieux of patients’ lives, and the perceived mental health benefits and harms of gaming.
Description
Keywords
Citation
Collections
Source
Australasian Psychiatry
Type
Book Title
Entity type
Access Statement
Open Access
License Rights
Creative Commons Attribution licence