Practical psychiatry: Taking gaming seriously - a primer for psychiatrists on gamers and gaming culture

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Authors

Looi, Jeffrey
Wilkes, Fiona
Bastiampillai, Tarun
Allison, Stephen

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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

Citation

Source

Australasian Psychiatry

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Access Statement

Open Access

License Rights

Creative Commons Attribution licence

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