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How Players Perceive Mental Illness in Commercial Video Games: A Comparison of Positive and Negative Portrayals

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Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.1002/9781118591178.ch7openalex-snapshot
Cultivation Theory
inferredcites →https://doi.org/10.1002/ijop.13232openalex-snapshot
A scoping review about the portrayal of depression and anxiety in mainstream and social media
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Television and attitudes toward mental health issues: Cultivation analysis and the third‐person effect
inferredcites →https://doi.org/10.1007/978-3-031-13942-0_2openalex-snapshot
Doing Reflexive Thematic Analysis
inferredcites →https://doi.org/10.1007/978-3-031-19918-9_9openalex-snapshot
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study
inferredcites →https://doi.org/10.1007/s00406-018-0896-0openalex-snapshot
Stigma as a barrier to recognizing personal mental illness and seeking help: a prospective study among untreated persons with mental illness
inferredcites →https://doi.org/10.1007/s10389-023-02183-xopenalex-snapshot
Screen time and quality of life in Austrian young adults
inferredcites →https://doi.org/10.1007/s10964-019-01069-0openalex-snapshot
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study
inferredcites →https://doi.org/10.1007/s11126-007-9056-9openalex-snapshot
The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games
inferredcites →https://doi.org/10.1007/s11199-007-9250-0openalex-snapshot
Sex, Lies, and Video Games: The Portrayal of Male and Female Characters on Video Game Covers
inferredcites →https://doi.org/10.1007/s12144-023-04959-6openalex-snapshot
Portrayal of autism in mainstream media – a scoping review about representation, stigmatisation and effects on consumers in non-fiction and fiction media
inferredcites →https://doi.org/10.1007/s12144-024-06679-xopenalex-snapshot
A scoping review about the portrayal of mental illness in commercial video games
inferredcites →https://doi.org/10.1016/j.actpsy.2023.104047openalex-snapshot
The epidemiology and effects of video game addiction: A systematic review and meta-analysis
inferredcites →https://doi.org/10.1016/j.chb.2022.107341openalex-snapshot
Does sexualization in video games cause harm in players? A meta-analytic examination
inferredcites →https://doi.org/10.1016/j.heliyon.2025.e42804openalex-snapshot
How commercial video games portraying mental illness are connected to stigma: An exploratory study
inferredcites →https://doi.org/10.1037/amp0000068openalex-snapshot
Structural stigma: Research evidence and implications for psychological science.
inferredcites →https://doi.org/10.1046/j.1440-1614.2002.00998.xopenalex-snapshot
Depictions of Mental Illness in Print Media: A Prospective National Sample
inferredcites →https://doi.org/10.1080/00224545.2014.953028openalex-snapshot
Gendered Mental Disorders: Masculine and Feminine Stereotypes About Mental Disorders and Their Relation to Stigma
inferredcites →https://doi.org/10.1080/09638231000118276openalex-snapshot
Interpersonal contact and the stigma of mental illness: A review of the literature
inferredcites →https://doi.org/10.1080/14780887.2020.1769238openalex-snapshot
One size fits all? What counts as quality practice in (reflexive) thematic analysis?
inferredcites →https://doi.org/10.1080/15213269.2011.596467openalex-snapshot
Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games
inferredcites →https://doi.org/10.1089/g4h.2019.0132openalex-snapshot
The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review
inferredcites →https://doi.org/10.1108/he-01-2016-0004openalex-snapshot
How the media cover mental illnesses: a review
inferredcites →https://doi.org/10.1111/1556-4029.13214openalex-snapshot
Graphic Depictions: Portrayals of Mental Illness in Video Games
inferredcites →https://doi.org/10.1177/1948550614528008openalex-snapshot
Effects of Avatar Race in Violent Video Games on Racial Attitudes and Aggression
inferredcites →https://doi.org/10.1191/1478088706qp063oaopenalex-snapshot
Using thematic analysis in psychology
inferredcites →https://doi.org/10.15405/epsbs.2020.10.03.119openalex-snapshot
Developing Critical Thinking Skills For Overcoming Stereotypes In Intercultural Communication
inferredcites →https://doi.org/10.18637/jss.v067.i01openalex-snapshot
Fitting Linear Mixed-Effects Models Using lme4
inferredcites →https://doi.org/10.21105/joss.03139openalex-snapshot
performance: An R Package for Assessment, Comparison and Testing of Statistical Models
inferredcites →https://doi.org/10.2196/12432openalex-snapshot
Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade
inferredcites →https://doi.org/10.2196/26575openalex-snapshot
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games
inferredcites →https://doi.org/10.2196/28150openalex-snapshot
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
inferredcites →https://doi.org/10.32614/cran.package.emmeansopenalex-snapshot
emmeans: Estimated Marginal Means, aka Least-Squares Means
inferredcites →https://doi.org/10.32614/r.manualsopenalex-snapshot
R: A Language and Environment for Statistical Computing
inferredcites →https://doi.org/10.3389/fhumd.2023.1155821openalex-snapshot
Representation of mental illness in video games beyond stigmatization
inferredcites →https://doi.org/10.3389/fpsyg.2020.02240openalex-snapshot
Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness
inferredcites →https://doi.org/10.3389/fpsyt.2022.967992openalex-snapshot
Depiction of mental illness and psychiatry in popular video games over the last 20 years
inferredcites →https://doi.org/10.4324/9780203771587openalex-snapshot
Statistical Power Analysis for the Behavioral Sciences
inferredcites →https://doi.org/10.7554/elife.84951openalex-snapshot
Neuroimaging and behavioral evidence that violent video games exert no negative effect on human empathy for pain and emotional reactivity to violence
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