2017
DOI: 10.1111/1556-4029.13482
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Commentary on: Shapiro S, Rotter M. Graphic depictions: portrayals of mental illness in video games. J Forensic Sci 2016;61(6):1592–5.

Abstract: Commentary on: Shapiro S, Rotter M. Graphic depictions: portrayals of mental illness in video games. J Forensic Sci 2016;61 (6):1592-5. Sir,This commentary is in response to the study of Shapiro and Rotter (2016): "Graphic Depictions: Portrayals of Mental Illness in Video Games." (1) The article elicits a particularly painful reminder about the misrepresentation of mental illness in various sociocultural establishments, such as writings, popular media, and tools of entertainment such as video games. My group's… Show more

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Cited by 4 publications
(5 citation statements)
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“…Professional athletes may approach the act of playing a game under the premise of training rather than simply leisure enjoyment. This additional frame of professional sport adds new meaning to the act of playing, a process known as upkeying [26,45]. In contrast, the act of downkeying involves the removal of additional frames toward a traditional understanding of a given situation.…”
Section: Methodsmentioning
confidence: 99%
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“…Professional athletes may approach the act of playing a game under the premise of training rather than simply leisure enjoyment. This additional frame of professional sport adds new meaning to the act of playing, a process known as upkeying [26,45]. In contrast, the act of downkeying involves the removal of additional frames toward a traditional understanding of a given situation.…”
Section: Methodsmentioning
confidence: 99%
“…The inclusion of mental health disorders within digital games has often been viewed as troublesome. This is most notable in relation to horror-themed games, which often rely on heavily stigmatized versions of the “mentally ill” as prone to violence and mental health hospitals as dark, haunted asylums [11,26]. Sendler [27] argues that mental illness has increasingly been presented by the media because of society’s growing desensitization and fascination toward these disorders.…”
Section: Introductionmentioning
confidence: 99%
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“…Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism [11-14]. However, little attention has been devoted to messages about the experience of mental illness in commercial video games [15-17], the impact they may have on attitudes toward and understandings of mental illness, and how they could perpetuate stereotypes and/or stigma about mental illness. Shapiro and Rotter [16] reviewed 96 popular commercial video game characters (highest-selling video games from 2011 to 2013) comparing them with mental illness stereotypes identified in movies [16,18].…”
Section: Introductionmentioning
confidence: 99%
“…Apart from a few published works that looked at mental illness messages in video games [15-17], most of our current knowledge about media portrayals about mental illness concern movies, television (TV), and cartoons. Since the 1990s, researchers have studied the impact of media (eg, TV, newspapers, and cartoons) portrayals of mental illness on the public [19-22] and most recently on children [23].…”
Section: Introductionmentioning
confidence: 99%