Cited by 67Media Influence and HealthDigital Games and MediaMental Health Treatment and Access

Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness

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Ferchaud, Arienne, Seibert, Jonmichael, Sellers, Nicholas, Escobar Salazar, Nivia·2020·Frontiers in Psychology

Abstract

This study examines how playing a video game featuring a player-character with mental illness can positively impact mental illness stigma. We hypothesized that interactive gameplay would positively predict transportation into the story world. Then, transportation would predict identification with the main character. This identification should then reduce stigma in two ways: by lowering stereotyping and limiting participants’ desire for social distance. A two-factor, yoked experiment was designed utilizing Hellblade: Senua’s Sacrifice, a game praised for its accurate portrayal of psychosis. The main character, Senua, suffers from psychosis and must navigate her quest along with her own mental health. Players either played the first 45 minutes of the game or watched gameplay footage of other participants’ sessions. Transportation into the story world, identification with Senua, and the two aspects of stigma—stereotyping and social distance—were measured. Consistent with hypotheses, a structural equation model found an indirect path from gameplay to reduced social distance through first transportation and then identification. Players also reported higher levels of transportation than non-players, and that heightened transportation led to greater identification and then a lowered desire for social distance from the mentally ill. The indirect path to stereotyping was not significant. These results and implications are discussed in detail.

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Crossref · 10.3389/fpsyg.2020.02240

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Research works printed but not linked: 1

  1. Kaytoue M. Silva A. Cerf L. Meira W. Jr. Raïssi C. (2012). “Watch me playing, I am a professional: a first study on video game live streaming” in Proceedings of the 21st International Conference on World Wide Web; 2012, April 16-20, 1181–1188.

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Authors
Ferchaud, A., Seibert, J., Sellers, N., & Escobar Salazar, N.
Affiliations
  • Florida State University (US)
  • Florida State University-Panama (PA)
Corresponding author
Ferchaud, Arienne
Venue
Frontiers in Psychology
Published
2020-09-09
Volume
11
Pages
2240-2240
ISSN
1664-1078 (ISSN-L)
OpenAlex
W3083974541
Cited by
67
References
47
Citations by year
2026: 3 · 2025: 8 · 2024: 7 · 2023: 20 · 2022: 26 · 2021: 3
FWCI
117.81
Type
journal article
Language
en
Open access
Locations
  • Frontiers in Psychology (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Greater South Information System
Topics
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Social Psychology › Mental Health Treatment and Access
Keywords
mental health stigma, video game avatars, character identification, social distance, stereotyping, Hellblade: Senua's Sacrifice, mental health awareness

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