TY - JOUR
T1 - Practical psychiatry
T2 - Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture
AU - Looi, Jeffrey C.L.
AU - Wilkes, Fiona A.
AU - Bastiampillai, Tarun
AU - Allison, Stephen
PY - 2024/2
Y1 - 2024/2
N2 - 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.
AB - 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.
KW - benefits
KW - harms
KW - online gaming
KW - sociocultural milieu
KW - video gaming
UR - http://www.scopus.com/inward/record.url?scp=85176219109&partnerID=8YFLogxK
U2 - 10.1177/10398562231211137
DO - 10.1177/10398562231211137
M3 - Article
C2 - 37907239
AN - SCOPUS:85176219109
SN - 1039-8562
VL - 32
SP - 59
EP - 62
JO - Australasian Psychiatry
JF - Australasian Psychiatry
IS - 1
ER -