Digital Games Educate on Mental Illness

Digital games can be powerful tools for educating the public about depression and reducing stigma, according to researchers at the University of Cologne. The study indicates these games foster empathy and awareness, emphasizing the untapped potential for psychoeducation.

Digital games are emerging as a potent tool in educating people about depression and reducing the associated stigma, according to a new study by media psychologists Marco RĂ¼th, Raoul Bachmayer and professor Kai Kaspar from the University of Cologne.

The research, published in Frontiers in Psychology, demonstrates that digital games can help individuals recognize symptoms of depression and develop empathy for those affected.

The study sheds light on how digital games can be used for psychoeducation.

Psychoeducation aims to convey crucial knowledge about mental illnesses to reduce stigma and foster understanding among the general public.

Depression and other mental health conditions often carry a societal stigma that exacerbates the difficulties experienced by those suffering.

Educating the public about these conditions can help alleviate some of this stigma. Digital games, which have gained widespread popularity and reach, present an untapped resource for this purpose.

In the study, 117 participants watched excerpts from a digital game focused on depression. They then provided feedback on what aspects of the game impacted them and the overall effects.

Analysis of 298 responses revealed that the gaming videos effectively imparted knowledge about depression and highlighted the critical role of one’s personal environment.

Another 307 responses indicated that the game evoked a range of emotions, including sadness, stress and empathy.

The participants generally believed that the game could have similar educational and emotional impacts on others, with 284 stated assumptions reflecting this belief.

Importantly, the study participants also expressed a high motivation to learn about depression and a conviction that digital games are an engaging and relevant medium for such learning.

The study also found that certain demographics, particularly males with less knowledge and lower motivation to learn about depression, displayed higher levels of stigmatization towards the illness. This highlights the need for targeted educational efforts to reduce stigma more effectively.

This research underscores the potential of digital games in psychoeducation and destigmatization, revealing an exciting new avenue for mental health awareness. More research is needed to explore the most effective ways to engage with digital games for educational purposes, particularly regarding the narratives and depth of engagement they offer, according to the researchers.

Source: University of Cologne