Psychiatrists' Perceptions of World of Warcraft and Other MMORPGs

被引:2
|
作者
Lis, Eric [1 ,2 ]
Chiniara, Carl [1 ,2 ]
Wood, Megan A. [2 ,3 ]
Biskin, Robert [1 ,2 ]
Montoro, Richard [1 ,2 ]
机构
[1] McGill Univ, Ctr Hlth, Dept Psychiat, Montreal, PQ, Canada
[2] McGill Univ, Psychiat Percept Emerging Technol Labs, Montreal, PQ, Canada
[3] Concordia Univ, Dept Psychol, Montreal, PQ H3G 1M8, Canada
关键词
World of Warcraft; MMORPGs; Role-playing games; Video games; Stereotypes; Psychiatrists; ROLE-PLAYING GAMES; RESPONSE RATES; MAIL SURVEYS; PHYSICIANS;
D O I
10.1007/s11126-015-9390-2
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Video game use, particularly massively-multiplayer online games (MMOs) and massively-multiplayer online role-playing games (MMORPGs), has been a focus of considerable research in recent years. However, little is known regarding how mental health workers perceive patients and clients who report playing them. The present study examines whether psychiatrists play MMOs/MMORPGs and how they perceive those who play them. Psychiatrists (N = 48) at a tertiary care centre in Canada completed a questionnaire assessing history of playing video games as well as whether they associate such use with psychopathology. Only 36.7 % believed there was an association between psychopathology and MMO/MMORPG use. Implications for clinical practice and future research are discussed.
引用
收藏
页码:323 / 327
页数:5
相关论文
共 50 条
  • [21] Communication, Coordination, and Camaraderie in World of Warcraft
    Chen, Mark G.
    GAMES AND CULTURE, 2009, 4 (01) : 47 - 73
  • [22] World of Worry Examining the dark side of World of Warcraft
    Brown, Jessica
    IEEE CONSUMER ELECTRONICS MAGAZINE, 2017, 6 (01) : 111 - 115
  • [23] Traffic analysis and modeling for World of Warcraft
    Svoboda, Philipp
    Karner, Wolfgang
    Rupp, Markus
    2007 IEEE INTERNATIONAL CONFERENCE ON COMMUNICATIONS, VOLS 1-14, 2007, : 1612 - 1617
  • [24] Welfare Epics? The Rhetoric of Rewards in World of Warcraft
    Paul, Christopher A.
    GAMES AND CULTURE, 2010, 5 (02) : 158 - 176
  • [25] The Warcraft Civilization: Social Science in a Virtual World
    Petrie, Bruce J.
    SPONTANEOUS GENERATIONS-JOURNAL FOR THE HISTORY AND PHILOSOPHY OF SCIENCE, 2010, 4 (01): : 270 - 272
  • [26] World of Warcraft and alcohol: A secret love story?
    Thorens, Gabriel
    Khan, Riaz
    Khazaal, Yasser
    Zullino, Daniele
    DRUGS-EDUCATION PREVENTION AND POLICY, 2012, 19 (01) : 27 - 31
  • [27] GAMIFICATION OF INNOVATION PROCESSES BY BRINGING "WORLD OF WARCRAFT" TO THE REAL WORLD
    Jensen, Camilla Gyldendahl
    EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2016, : 59 - 68
  • [28] EDUCATIONAL APPLICATION OF VIDEOGAMES: THE CASE OF WORLD OF WARCRAFT
    Quesada Bernaus, Alodia
    Tejedor Calvo, Santiago
    PIXEL-BIT- REVISTA DE MEDIOS Y EDUCACION, 2016, (48): : 187 - 196
  • [29] World of Warcraft and Philosophy: Wrath of the Philosopher King
    Kennan, Shannon
    JOURNAL OF POPULAR CULTURE, 2010, 43 (04): : 898 - 899
  • [30] The ideal elf:: Identity exploration in world of warcraft
    Bessiere, Katherine
    Seay, A. Fleming
    Kiesler, Sara
    CYBERPSYCHOLOGY & BEHAVIOR, 2007, 10 (04): : 530 - 535