Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization.

IF 2.6 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY
Frontiers in Psychology Pub Date : 2025-05-26 eCollection Date: 2025-01-01 DOI:10.3389/fpsyg.2025.1585571
Marco Rüth, Raoul Bachmayer, Kai Kaspar
{"title":"Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization.","authors":"Marco Rüth, Raoul Bachmayer, Kai Kaspar","doi":"10.3389/fpsyg.2025.1585571","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>People with depression can also suffer from stigmatization related to depression. Psychoeducation is one way to alleviate stigmatization (destigmatization), so that particularly people without depression become more aware of depressive symptoms and can empathize better with depressed people. Here, we scrutinize the potential of digital games to support psychoeducation and destigmatization of depression.</p><p><strong>Methods: </strong>We conducted a mixed methods online study with 117 participants. In the intervention phase, participants watched gaming videos and noted down aspects that had left a lasting impression on them. In the evaluation phase, we used open-ended items and qualitative content analysis to investigate participants' learning outcomes. We used quantitative scales to examine different facets of participants' learning motivation, their narrative engagement, and destigmatization types.</p><p><strong>Results: </strong>Watching gaming videos resulted in several learning outcomes, including cognitive as well as emotional effects. Given a high general learning motivation regarding the topic depression and moderate narrative engagement in our sample, participants also reported strong conviction that such games can be an interesting and relevant medium to learn about depression. A multiple regression analysis revealed that 51% of variance in participants' personal thoughts about depression could be explained by our proposed model. Males had a higher personal stigma than females. Personal stigma was also negatively related to participants' depression literacy and their general learning motivation regarding the topic depression.</p><p><strong>Discussion: </strong>Our findings indicate that watching videos of digital games can support psychoeducation and destigmatization by reaching a broad audience and sensitizing people about mental illnesses such as depression.</p>","PeriodicalId":12525,"journal":{"name":"Frontiers in Psychology","volume":"16 ","pages":"1585571"},"PeriodicalIF":2.6000,"publicationDate":"2025-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12146388/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in Psychology","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.3389/fpsyg.2025.1585571","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/1/1 0:00:00","PubModel":"eCollection","JCR":"Q2","JCRName":"PSYCHOLOGY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0

Abstract

Introduction: People with depression can also suffer from stigmatization related to depression. Psychoeducation is one way to alleviate stigmatization (destigmatization), so that particularly people without depression become more aware of depressive symptoms and can empathize better with depressed people. Here, we scrutinize the potential of digital games to support psychoeducation and destigmatization of depression.

Methods: We conducted a mixed methods online study with 117 participants. In the intervention phase, participants watched gaming videos and noted down aspects that had left a lasting impression on them. In the evaluation phase, we used open-ended items and qualitative content analysis to investigate participants' learning outcomes. We used quantitative scales to examine different facets of participants' learning motivation, their narrative engagement, and destigmatization types.

Results: Watching gaming videos resulted in several learning outcomes, including cognitive as well as emotional effects. Given a high general learning motivation regarding the topic depression and moderate narrative engagement in our sample, participants also reported strong conviction that such games can be an interesting and relevant medium to learn about depression. A multiple regression analysis revealed that 51% of variance in participants' personal thoughts about depression could be explained by our proposed model. Males had a higher personal stigma than females. Personal stigma was also negatively related to participants' depression literacy and their general learning motivation regarding the topic depression.

Discussion: Our findings indicate that watching videos of digital games can support psychoeducation and destigmatization by reaching a broad audience and sensitizing people about mental illnesses such as depression.

通过观看游戏视频了解抑郁症:数字游戏在心理教育和去污名化方面的潜力案例研究
简介:抑郁症患者也可能遭受与抑郁症相关的污名化。心理教育是减轻污名化(去污名化)的一种方式,因此,特别是没有抑郁症的人会更了解抑郁症状,并能更好地同情抑郁症患者。在这里,我们仔细研究了数字游戏在支持心理教育和消除抑郁症污名方面的潜力。方法:我们对117名参与者进行了一项混合方法的在线研究。在干预阶段,参与者观看游戏视频,并记下给他们留下深刻印象的方面。在评估阶段,我们使用开放式项目和定性内容分析来调查参与者的学习成果。我们使用定量量表来检查参与者学习动机的不同方面,他们的叙述参与和去污名化类型。结果:观看游戏视频会产生多种学习结果,包括认知和情感影响。考虑到我们样本中关于抑郁主题的高总体学习动机和适度的叙事参与,参与者也强烈相信这些游戏可以成为学习抑郁的有趣且相关的媒介。多元回归分析显示,参与者对抑郁的个人想法有51%的差异可以用我们提出的模型来解释。男性的个人耻辱感高于女性。个人耻感与受试者抑郁素养及抑郁主题学习动机呈负相关。讨论:我们的研究结果表明,观看数字游戏视频可以通过接触更广泛的受众,提高人们对抑郁症等精神疾病的敏感度,从而支持心理教育和去污名化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Frontiers in Psychology
Frontiers in Psychology PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
5.30
自引率
13.20%
发文量
7396
审稿时长
14 weeks
期刊介绍: Frontiers in Psychology is the largest journal in its field, publishing rigorously peer-reviewed research across the psychological sciences, from clinical research to cognitive science, from perception to consciousness, from imaging studies to human factors, and from animal cognition to social psychology. Field Chief Editor Axel Cleeremans at the Free University of Brussels is supported by an outstanding Editorial Board of international researchers. This multidisciplinary open-access journal is at the forefront of disseminating and communicating scientific knowledge and impactful discoveries to researchers, academics, clinicians and the public worldwide. The journal publishes the best research across the entire field of psychology. Today, psychological science is becoming increasingly important at all levels of society, from the treatment of clinical disorders to our basic understanding of how the mind works. It is highly interdisciplinary, borrowing questions from philosophy, methods from neuroscience and insights from clinical practice - all in the goal of furthering our grasp of human nature and society, as well as our ability to develop new intervention methods.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信