Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization

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.

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Publication Details

Journal
Frontiers in Psychology
Published
2025-05-26
DOI
https://doi.org/10.3389/fpsyg.2025.1585571
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
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article

Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization

Marco Rüth, Kai Kaspar, Raoul Bachmayer
Frontiers in Psychology
Impact of Technology on Adolescents
article

Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization

Marco Rüth, Kai Kaspar, Raoul Bachmayer
article en

Abstract

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.

Frontiers in PsychologyVol. 16
University of Cologne (DE)
Openalex Percentile: Top 85%
Impact of Technology on Adolescents
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