Academic Unit of Psychiatry and Addiction Medicine, The Australian National University School of Medicine and Psychology, Canberra Hospital, Canberra, ACT, Australia; Consortium of Australian-Academic Psychiatrists for Independent Policy and Research Analysis (CAPIPRA), Canberra, ACT, Australia.
Academic Unit of Psychiatry and Addiction Medicine, The Australian National University School of Medicine and Psychology, Canberra Hospital, Canberra, ACT, Australia.
Australas Psychiatry. 2024 Feb;32(1):59-62. doi: 10.1177/10398562231211137. Epub 2023 Oct 31.
Up to three billion, of the eight billion people in the world, play videogames. Gaming is a significant global sociocultural influence. This primer will aid psychiatrists in understanding sociocultural milieux of gamers, who include patients and their communities.
A rapid narrative review.
Benefits include expression of personality, identity and culture through social aspects of gaming. Improved physical health, neurocognition, self-efficacy and quality of life are associated with gaming in those with certain mental health disorders including schizophrenia. Harms may include in-game discrimination, disordered gaming, as well as encouragement of online gambling. There is no longitudinal association between violent games and youth aggression.
Psychiatrists should enquire about gaming as part of the sociocultural milieux of patients' lives, and the perceived mental health benefits and harms of gaming.
在世界上的 80 亿人口中,有多达 30 亿人玩电子游戏。游戏是一种重要的全球社会文化影响。本指南将帮助精神科医生了解游戏玩家的社会文化背景,包括患者及其社区。
快速叙述性回顾。
通过游戏的社交方面,游戏玩家可以表达个性、身份和文化。在某些精神障碍患者中,如精神分裂症患者,游戏与身体健康、神经认知、自我效能和生活质量的提高有关。危害可能包括游戏中的歧视、游戏障碍,以及对在线赌博的鼓励。暴力游戏与青少年攻击行为之间没有纵向关联。
精神科医生应该询问患者的游戏情况,了解游戏对其生活的社会文化背景的影响,以及游戏对其心理健康的潜在益处和危害。