Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness
Open accessAbstract
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.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Two included studies showed high risk of bias related to allocation concealment.
“Besides, 2 other studies [11,32] showed a high ROB related to the allocation concealment.”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [32]
Three included studies showed high risk of bias in blinding of participants and blinding of outcome assessment.
“However, 3 studies [31,32,37] showed a high ROB in the blinding of the participants and blinding of outcome assessment.”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [32]
The study using videogame with avatars [32] did not show any statistical effect in the level of stigma (P=.14; d=-0.18).
“another that used videogame with avatars [32] did not show any statistical effect in the level of stigma (P=.14; d=–0.18).”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [32]
For 2 studies reporting standardized regression, β coefficients were entered into the meta-analysis software as correlation coefficients according to Peterson and Brown.
“In addition, as 2 of the studies [32,33] reported their results through standardized regression, the β coefficients were entered into the comprehensive meta-analysis software (CMA) as correlation coefficient, according to the recommendations of Peterson and Brown [34].”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [32]
The included study using videogames through avatar identification [32] reported a significant effect (B=-0.21; P<.05) for the reduction of social distance, despite no significant effect on stigma.
“one of the included studies, which used videogames through avatar identification [32], despite showing no significant effect on stigma in the combined effect analysis, reported a significance effect (B=–0.21; P<.05) for the reduction of social distance”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [32]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Lippa, N. C., & Sanderson, S. C. (2013) · Human Heredity · doi:10.1159/000353712 · Cited by 6,093 · see citing works
The role of transportation in the persuasiveness of public narratives.
Green, M. C., & Brock, T. C. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.79.5.701 · Cited by 4,861 · see citing works
Clement, S., Schauman, O., Graham, T., Maggioni, F., Evans-Lacko, S., Bezborodovs, N., Morgan, C., Rüsch, N., Brown, J. S. L., & Thornicroft, G. (2015) · Psychological Medicine · doi:10.1017/s0033291714000129 · Cited by 3,152 · see citing works
Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters
Cohen, J. (2001) · Mass Communication and Society · doi:10.1207/s15327825mcs0403_01 · Cited by 1,928 · see citing works
Challenging the public stigma of mental illness: a meta-analysis of outcome studies
Corrigan, P. W., Morris, S. B., Michaels, P. J., Rafacz, J. D., & Rüsch, N. (2012) · Psychiatric Services · doi:10.1176/appi.ps.201100529 · Cited by 1,680 · see citing works
Mental illness stigma: Concepts, consequences, and initiatives to reduce stigma
Rüsch, N., Angermeyer, M. C., & Corrigan, P. W. (2005) · European Psychiatry · doi:10.1016/j.eurpsy.2005.04.004 · Cited by 1,658 · see citing works
Slater, M. D., & Rouner, D. (2002) · Communication Theory · doi:10.1111/j.1468-2885.2002.tb00265.x · Cited by 1,458 · see citing works
The self–stigma of mental illness: implications for self–esteem and self–efficacy
Corrigan, P. W., Watson, A. C., & Barr, L. (2006) · Journal of Social and Clinical Psychology · doi:10.1521/jscp.2006.25.8.875 · Cited by 1,406 · see citing works
Moyer-Gusé, E. (2008) · Communication Theory · doi:10.1111/j.1468-2885.2008.00328.x · Cited by 1,365 · see citing works
Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds
Green, M. C., Brock, T. C., & Kaufman, G. F. (2004) · Communication Theory · doi:10.1111/j.1468-2885.2004.tb00317.x · Cited by 1,270 · see citing works
Link, B. G., Struening, E. L., Neese-Todd, S., Asmussen, S., & Phelan, J. C. (2001) · Psychiatric Services · doi:10.1176/appi.ps.52.12.1621 · Cited by 1,254 · see citing works
Stigma and Help Seeking for Mental Health Among College Students
Eisenberg, D., Downs, M. F., Golberstein, E., & Zivin, K. (2009) · Medical Care Research and Review · doi:10.1177/1077558709335173 · Cited by 1,193 · see citing works
Lessons from social psychology on discrediting psychiatric stigma.
Corrigan, P. W., & Penn, D. L. (1999) · American Psychologist · doi:10.1037/0003-066x.54.9.765 · Cited by 1,120 · see citing works
Measuring Narrative Engagement
Busselle, R., & Bilandzic, H. (2009) · Media Psychology · doi:10.1080/15213260903287259 · Cited by 1,088 · see citing works
Mental health stigma as social attribution: Implications for research methods and attitude change.
Corrigan, P. W. (2000) · Clinical Psychology: Science and Practice · doi:10.1093/clipsy.7.1.48 · Cited by 954 · see citing works
Stigma about depression and its impact on help-seeking intentions
Barney, L. J., Griffiths, K. M., Jorm, A. F., & Christensen, H. (2006) · Australian & New Zealand Journal of Psychiatry · doi:10.1080/j.1440-1614.2006.01741.x · Cited by 844 · see citing works
Schulze, B., & Angermeyer, M. C. (2002) · Social Science & Medicine · doi:10.1016/s0277-9536(02)00028-x · Cited by 749 · see citing works
The fight against stigma: An overview of stigma-reduction strategies and interventions
Heijnders, M., & Van Der Meij, S. (2006) · Psychology, Health & Medicine · doi:10.1080/13548500600595327 · Cited by 726 · see citing works
Why do people watch others play video games? An empirical study on the motivations of Twitch users
Sjöblom, M., & Hamari, J. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.10.019 · Cited by 691 · see citing works
Martin, J. K., Pescosolido, B. A., & Tuch, S. A. (2000) · Journal of Health and Social Behavior · doi:10.2307/2676306 · Cited by 637 · see citing works
Interpersonal contact and the stigma of mental illness: A review of the literature
Couture, S. M., & Penn, D. L. (2003) · Journal of Mental Health · doi:10.1080/09638231000118276 · Cited by 549 · see citing works
Griffiths, K. M., Carron-Arthur, B., Parsons, A., & Reid, R. (2014) · World Psychiatry · doi:10.1002/wps.20129 · Cited by 466 · see citing works
Klimmt, C., Hefner, D., & Vorderer, P. (2009) · Communication Theory · doi:10.1111/j.1468-2885.2009.01347.x · Cited by 460 · see citing works
Stigma and its impact on help-seeking for mental disorders: what do we know?
Schomerus, G., & Angermeyer, M. C. (2008) · Epidemiologia e Psichiatria Sociale · doi:10.1017/s1121189x00002669 · Cited by 340 · see citing works
Brown, W. J. (2015) · Communication Theory · doi:10.1111/comt.12053 · Cited by 319 · see citing works
The impact of contact on stigmatizing attitudes toward people with mental illness
Alexander, L. A., & Link, B. G. (2003) · Journal of Mental Health · doi:10.1080/0963823031000118267 · Cited by 312 · see citing works
Mass media interventions for reducing mental health-related stigma
Clement, S., Lassman, F., Barley, E. A., Evans-Lacko, S. E., Williams, P. R., Yamaguchi, S., Slade, M., Rüsch, N., & Thornicroft, G. (2013) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd009453.pub2 · Cited by 302 · see citing works
The Routledge Handbook of Media Use and Well-Being
Hartmann, T. (2016) · Routledge eBooks · doi:10.4324/9781315714752 · Cited by 300 · see citing works
Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs
LOOY, J. V., Courtois, C., Vocht, M. D., & Marez, L. D. (2012) · Media Psychology · doi:10.1080/15213269.2012.674917 · Cited by 280 · see citing works
Lessons from social psychology on discrediting psychiatric stigma.
Corrigan, P. W., & Penn, D. L. (1999) · American Psychologist · doi:10.1037//0003-066x.54.9.765 · Cited by 272 · see citing works
Identification with characters and narrative persuasion through fictional feature films
Igartua, J.-J. (2010) · Communications · doi:10.1515/comm.2010.019 · Cited by 262 · see citing works
Public knowledge, attitudes and behaviour regarding people with mental illness in England 2009-2012
Evans-Lacko, S., Henderson, C., & Thornicroft, G. (2013) · British Journal of Psychiatry · doi:10.1192/bjp.bp.112.112979 · Cited by 242 · see citing works
Gee, J. P. (2008) · Games and Culture · doi:10.1177/1555412008317309 · Cited by 234 · see citing works
Identification with the Player Character as Determinant of Video Game Enjoyment
Hefner, D., Klimmt, C., & Vorderer, P. (2007) · Lecture notes in computer science · doi:10.1007/978-3-540-74873-1_6 · Cited by 226 · see citing works
Increasing Help-Seeking and Referrals for Individuals at Risk for Suicide by Decreasing Stigma
Niederkrotenthaler, T., Reidenberg, D. J., Till, B., & Gould, M. S. (2014) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2014.06.010 · Cited by 214 · see citing works
Reducing Stigma and Out-Group Distinctions Through Perspective-Taking in Narratives
Chung, A. H., & Slater, M. D. (2013) · Journal of Communication · doi:10.1111/jcom.12050 · Cited by 148 · see citing works
Impact of a television film on attitudes toward mental illness
Wahl, O. F., & Lefkowits, J. Y. (1989) · American Journal of Community Psychology · doi:10.1007/bf00931176 · Cited by 136 · see citing works
Ritterfeld, U., & Jin, S. A. (2006) · Journal of Health Psychology · doi:10.1177/1359105306061185 · Cited by 119 · see citing works
Social rejection of the mentally ill: A replication study of public attitude
Trute, B., Tefft, B. M., & Segall, A. (1989) · Social Psychiatry and Psychiatric Epidemiology · doi:10.1007/bf01788629 · Cited by 84 · see citing works
Wong, N. C. H., Lookadoo, K. L., & Nisbett, G. S. (2017) · Communication Studies · doi:10.1080/10510974.2017.1331928 · Cited by 83 · see citing works
Bezdek, M., & Gerrig, R. (2012) · Media Psychology · doi:10.1080/15213269.2015.1121830 · Cited by 82 · see citing works
Hoffner, C. A., & Cohen, E. L. (2012) · Journal of Broadcasting & Electronic Media · doi:10.1080/08838151.2012.732136 · Cited by 68 · see citing works
Adachi, P. J. C., Hodson, G., Willoughby, T., & Zanette, S. (2014) · Psychology of Violence · doi:10.1037/a0037407 · Cited by 57 · see citing works
Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade
Fordham, J., & Ball, C. (2019) · JMIR Mental Health · doi:10.2196/12432 · Cited by 54 · see citing works
Cohen, E. L., Alward, D., Zajicek, D., Edwards, S., & Hutson, R. (2018) · Health Communication · doi:10.1080/10410236.2017.1331308 · Cited by 18 · see citing works
Watching people playing games: A survey of presentational techniques in most popular game-vlogs
Pietruszka, M. (2016) · Res Rhetorica · doi:10.17380/rr.2016.4.4 · Cited by 9 · see citing works
Rubenking, B., & Bracken, C. (2015) · Studies in Media and Communication · doi:10.11114/smc.v3i2.1130 · Cited by 4 · see citing works
Flagged first, then by citations
Research works printed but not linked: 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.
Cited by
Sorted by citations
Motivations of playing digital games: A review and research agenda
Cheah, I., Shimul, A. S., & Phau, I. (2021) · Psychology and Marketing · doi:10.1002/mar.21631 · Cited by 129 · see citing works
Rodríguez-Rivas, M. E., Cangas, A. J., Cariola, L. A., Varela, J. J., & Valdebenito, S. (2022) · JMIR Serious Games · doi:10.2196/35099 · Cited by 68 · see citing works
Immersion, Identification, and the Iliad
Ready, J. L. (2023) · doi:10.1093/oso/9780192870971.001.0001 · Cited by 57 · see citing works
Paul, I., Mohanty, S., & Sengupta, R. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.107036 · Cited by 50 · see citing works
Rodríguez-Ferrer, J. M., León, A. M., Cangas, A. J., & Aguilar-Parra, J. M. (2022) · JMIR Serious Games · doi:10.2196/34222 · Cited by 36 · see citing works
Fong, T. H. C., & Mak, W. W. S. (2022) · Journal of Medical Internet Research · doi:10.2196/37973 · Cited by 30 · see citing works
Iskender, Ö. (2023) · Psikiyatride Guncel Yaklasimlar · doi:10.18863/pgy.1104693 · Cited by 12 · see citing works
Szekely, R., Mason, O. J., Frohlich, D. M., & Barley, E. A. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2232049 · Cited by 13 · see citing works
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames
Meinen, L. (2023) · Games and Culture · doi:10.1177/15554120221149538 · Cited by 12 · see citing works
Paradigms Lost, Paradigms Found
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.001.0001 · Cited by 11 · see citing works
Chaves, A., Arnáez, S., & García‐Soriano, G. (2024) · JMIR mhealth and uhealth · doi:10.2196/48027 · Cited by 8 · see citing works
Character-Driven Storytelling Design for Digital Games: A Scoping Review
Zaini, A., Fowler, A., Amor, R., & Wuensche, B. C. (2025) · Games and Culture · doi:10.1177/15554120251380423 · Cited by 15 · see citing works
Digital Media Interventions for Adolescent Mental Health
Hamilton, J. L., Siegel, D. M., & Carper, M. M. (2022) · Cambridge University Press eBooks · doi:10.1017/9781108976237.021 · Cited by 7 · see citing works
Senua’s psychosis in virtual reality: effects on mental health stigma
Mason, O. J., & Westhead, M. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2265516 · Cited by 6 · see citing works
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research
Lu, A. S., & Moller, A. C. (2024) · Interacting with computers · doi:10.1093/iwc/iwae058 · Cited by 12 · see citing works
Szekely, R., Mason, O. J., Frohlich, D. M., & Barley, E. A. (2024) · Digital Health · doi:10.1177/20552076231223801 · Cited by 4 · see citing works
Koch, C. D. C., Coughlan, H., & Cannon, M. D. (2022) · Irish Journal of Psychological Medicine · doi:10.1017/ipm.2022.43 · Cited by 3 · see citing works
Using the Virtual World to Teach About Human Trafficking
Dickenson, V. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-3926-5.ch013 · Cited by 3 · see citing works
Kulik, J., Cairns, P. A., & Kulik, J. (2023) · IEEE Conference on Games (CoG) · doi:10.1109/cog57401.2023.10333178 · Cited by 2 · see citing works
Tseng, J. T., & Peña, J. F. (2024) · Games for Health Journal · doi:10.1089/g4h.2024.0090 · Cited by 2 · see citing works
Outcomes assessment pitfalls: challenges to quantifying knowledge gain in a sex education game
Bertozzi, E., Bertozzi-Villa, A., Padankatti, S., & Sridhar, A. (2021) · Gates Open Research · doi:10.12688/gatesopenres.13129.3 · Cited by 2 · see citing works
Jankowski, S. E., Ferreira, K., Mascayano, F., Donovan, E., Rahim, R., Birnbaum, M. L., Yum-Chan, S., Medoff, D. R., Marcogliese, B., Fang, L., et al. (2022) · JMIR Mental Health · doi:10.2196/33526 · Cited by 2 · see citing works
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0001 · Cited by 1 · see citing works
Playing with the Narrative of Mental Illness : Communication Beyond Serious Empathy games
Kreitler, M. (2024) · BiD: textos universitaris de biblioteconomia i documentació · doi:10.1344/bid2024.52.03 · Cited by 1 · see citing works
Exploring Serious Games in Supporting Postnatal Depression: Narrative Review
Wang, W., Penney, E. S., Gay, V. C., & Garcia, J. (2025) · Interactive Journal of Medical Research · doi:10.2196/70777 · Cited by 1 · see citing works
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0012 · Cited by 1 · see citing works
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0013 · Cited by 1 · see citing works
Digitization of Mental Health Services
Chatterjee, L., & Sengupta, R. (2022) · Advances in healthcare information systems and administration book series · doi:10.4018/978-1-7998-8966-3.ch009 · Cited by 1 · see citing works
Using Technology to Fight Stigma
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0010 · Cited by 1 · see citing works
Employment Inequity and Workplace Stigma
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0009 · Cited by 1 · see citing works
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0011
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0008
Eleven Steps to Build an Anti-stigma Program
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0004
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0002
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0007
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0006
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0005
Paradigms Found in Fighting Stigma
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.003.0003
Stuart, H., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.002.0006
Stuart, H., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.002.0004
Stuart, H. L., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.005.0001
Stuart, H., & Sartorius, N. (2022) · Oxford University Press eBooks · doi:10.1093/med/9780197555804.002.0003
Arnal, E. C., Ruíz, M. F., & Sora, C. (2023) · doi:10.5821/ebook-9788419184702
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0001
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0008
Prompts for (a Study of ) Identifying with Characters
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0003
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.002.0005
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0009
Identification with Mortals and Gods
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0004
Spatial and Spatio-Temporal Immersion
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0006
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.002.0003
Ancients and Moderns on Immersion
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0005
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0002
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.003.0007
Ready, J. L. (2023) · Oxford University Press eBooks · doi:10.1093/oso/9780192870971.002.0004
Tseng, J. T., & Peña, J. E. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4552857
Szekely, R., Mason, O. J., Frohlich, D. M., & Barley, E. A. (2024) · Mental Health and Digital Technologies · doi:10.1108/mhdt-03-2024-0010 · Cited by 2 · see citing works
Evaluating Entertainment-Education Narratives to Reduce LGBTQ +—and Mental Illness–Related Stigma
Tran, J. T., Singhal, A., Rigg, K. K., Galea, J. T., & Kosyluk, K. A. (2024) · Trends in Psychology · doi:10.1007/s43076-024-00392-1
Wang, W., Penney, E. S., Gay, V. C., & Garcia, J. A. (2025) · doi:10.2196/preprints.70777
Mittmann, G., Dörfler, S., Siegmann, S., Neumann, M., Thomas, M. F., Dorczok, M. C., & Steiner‐Hofbauer, V. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5220318
Preliminary Results from a Systematic Review of Narrative Game-based Interventions for Mental Health
Devasia, N., Espinosa-Briones, J., & Kientz, J. A. (2025) · doi:10.26503/dl.v2025i3.2534 · Cited by 1 · see citing works
Wilson, N., Stavropoulos, V., Latifi, M. Q., & Brown, T. (2025) · Clinical Psychologist · doi:10.1080/13284207.2025.2570761
Steinhaeusser, S. C., Akuffo, O. B., Weichert, H.-F., Nieding, G., & Lugrin, B. (2025) · Lecture notes in computer science · doi:10.1007/978-3-032-12405-0_5
Playing with Perceptions: Reducing Mental Health Stigma through Proxy Experiences in Video Games
Pierce, L. S. (2025) · Loading · doi:10.7202/1124430ar
Tomé, F. P., Pires, A. C., & Campos, P. F. (2026) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790451
A Systematic Review of Narrative Game-based Interventions for Mental Health
Devasia, N., Espinosa-Briones, J., & Kientz, J. A. (2026) · ACM Transactions on Computing for Healthcare · doi:10.1145/3807448
Sukalla, F. (2026) · Springer eBooks · doi:10.1007/978-3-658-46851-4_34-1
- 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
- Publisher
- Frontiers Media SA
- Published
- 2020-09-09
- Volume
- 11
- Pages
- 2240-2240
- ISSN
- 1664-1078 (ISSN-L)
- PMC
- PMC7509402
- 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
- gold
- doi.org
- Licence
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review