Rüth Marco, Bachmayer Raoul, Kaspar Kai
Department of Psychology, University of Cologne, Cologne, Germany.
Front Psychol. 2025 May 26;16:1585571. doi: 10.3389/fpsyg.2025.1585571. eCollection 2025.
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.
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.
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.
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.
抑郁症患者还可能遭受与抑郁症相关的污名化。心理教育是减轻污名化(消除污名)的一种方式,这样尤其是没有抑郁症的人能更加了解抑郁症状,并能更好地理解抑郁症患者。在此,我们审视数字游戏在支持抑郁症心理教育和消除污名方面的潜力。
我们对117名参与者进行了一项混合方法在线研究。在干预阶段,参与者观看游戏视频并记录给他们留下深刻印象的方面。在评估阶段,我们使用开放式问题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考察参与者学习动机的不同方面、他们的叙事参与度以及污名消除类型。
观看游戏视频产生了多种学习成果,包括认知和情感方面的影响。鉴于我们样本中对抑郁症主题有较高的总体学习动机以及适度的叙事参与度,参与者还表示坚信此类游戏可以成为了解抑郁症的有趣且相关的媒介。多元回归分析显示,参与者对抑郁症的个人想法中51%的变异可以由我们提出的模型解释。男性的个人污名比女性更高。个人污名也与参与者的抑郁素养以及他们对抑郁症主题的总体学习动机呈负相关。
我们的研究结果表明,观看数字游戏视频可以通过接触广泛受众并提高人们对抑郁症等精神疾病的认识,来支持心理教育和消除污名。