Adams Nicholas Norman
The School of Health, Robert Gordon University, Aberdeen, Scotland.
Qual Health Res. 2024 Dec 17:10497323241307193. doi: 10.1177/10497323241307193.
Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD). However, no research exists presenting in-depth perspectives on possible positive effects, self-identified and articulated by actors engaging with gaming to cope with MDD. This research adopts a novel qualitative perspective, representing an in-depth autoethnographic examination of my experiences playing the personal computer game , during a period of my life where I was under treatment for MDD. My positions as both a psychologist specializing in research prioritizing feminist theory as applied to understand men, masculinities, and mental health, and someone themselves recurrently treated for MDD over longer than 22 years, construct a unique dual-positionality perspective. Explicit discussions of my MDD experiences and my experiences concerning the value of video-gaming as a positive, escapist aid during MDD are presented, alongside personal deconstructions of the lasting influences of upon men speaking up about MI. Arguments are presented for future scholars utilizing autoethnographic methods to generate realist perspectives, normalizing mental health discussions, particularly the sharing of underrepresented male experiences. Implications for future scholarship, building upon learnings generated by this research, are developed and put forward.
在学术研究中,关于精神疾病(MI)的自我民族志描述很少,尽管它能为在现实生活中如何体验和应对精神疾病提供有价值的见解。来自男性的第一人称叙述尤其匮乏,这可能与男性坚忍克己的历史趋势抑制了男性对精神疾病的讨论有关。一些研究探讨了电子游戏作为一种积极的逃避现实的方式,对患有重度抑郁症(MDD)的个体有益。然而,目前还没有研究深入探讨电子游戏可能产生的积极影响,这些影响是由参与游戏以应对重度抑郁症的参与者自我认同并阐述的。本研究采用了一种新颖的定性视角,对我在接受重度抑郁症治疗期间玩电脑游戏的经历进行了深入的自我民族志研究。我既是一名专门研究将女权主义理论应用于理解男性、男性气质和心理健康的心理学家,又在超过22年的时间里反复接受重度抑郁症治疗,这种双重身份构建了一种独特的双视角。文中明确讨论了我的重度抑郁症经历,以及我在重度抑郁症期间将电子游戏视为一种积极的逃避现实方式的价值体验,同时对 对男性谈论精神疾病的持久影响进行了个人解构。文中还为未来的学者提出了建议,鼓励他们运用自我民族志方法来产生现实主义视角,使心理健康讨论常态化,尤其是分享代表性不足的男性经历。基于本研究的成果,还提出了对未来学术研究的启示。 (注:原文中“ ”部分内容缺失,导致翻译可能不太完整准确,但整体按照要求进行了翻译。)