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

Jeffrey C.L. Looi*, Fiona A. Wilkes, Tarun Bastiampillai, Stephen Allison

*Corresponding author for this work

    Research output: Contribution to journalArticlepeer-review

    1 Citation (Scopus)

    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.

    Original languageEnglish
    JournalAustralasian Psychiatry
    DOIs
    Publication statusPublished - 2023

    Fingerprint

    Dive into the research topics of 'Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture'. Together they form a unique fingerprint.

    Cite this