Opinion: Gaming shouldn’t be a scapegoat for mental health concerns

Anna-Michelle Lavandier
The Nerd Castle
Published in
6 min readOct 9, 2019

Agree? Disagree? Let’s Discuss.

By: Anna-Michelle Lavandier

Many are quick to point the finger at video games when violence occurs in the United States.

Headlines through the years preached that gaming causes violence, isolation and mental duress. Some also claim it encourages addiction and gambling.

The World Health Organization (WHO) has gone so far as to call “gaming disorder” a mental disorder in 2018 and has included the term in the 11th edition of its International Classification of Diseases (ICD). The WHO’s official definition of “gaming disorder” includes:

A pattern of behavior for at least 12 months in which gaming is out of control.

The pattern of behavior must show an “increased priority given to gaming” to the point that gaming “takes precedence over other interests and daily activities.”

A “continuation or escalation of gaming despite the occurrence of negative consequences,” or behavior that affects one’s relationships, education, or occupation.

All this makes it sound like gaming is being used as a scapegoat to avoid conversation over much larger issues, especially when gaming and mental health get lumped together.

Many have blamed playing video games as a way to avoid feelings of anxiety and depression instead of viewing it as a tool to manage their mental health and avoid feelings of despair and hopelessness. It makes representation and accessibility in games extremely important as well, showing that people from all walks of life can be the main character in their own story or providing the player with a role model they can relate to.

If a gamer has depression, anxiety or is suicidal, perhaps the game isn’t to blame. Looking for the actual source of their struggles and addressing those first would be more beneficial than blaming their gaming habits.

Blaming their gaming habit turns the conversation away from trying to address the real issue and instead turns into a question of “Why are you playing video games all the time?” Maybe even “Gaming is a waste of time and makes your brain numb.” Which could cause the individual to withdraw further away and exaggerate an underlying issue.

How easy would it be to change the conversation? Maybe a better question should be, “Hey, I notice that you play games a lot these days and I’m starting to get worried. What is going on in life that is making you use this as an escape? Can we talk about it?” This would be better than dismissing and invalidating their passions.

An increase in gaming doesn’t always mean negative things. Sometimes, it can mean the player simply likes the game, especially if it recently came out or if they finally were able to obtain it. They could have online friends they can only communicate with through their game or game console. Perhaps they want to master a game to turn it into a profitable venture or passion project, like game reviews, walkthroughs, blogs or even try professional gaming through eSports.

However, why does the conversation have to involve video games at all instead of looking at other larger issues? Why does it matter whether a suspect, shooter or criminal played Candy Crush Saga or Call of Duty if they have a documented history of depression or a slew of arrests pertaining to illegal possession of firearms and domestic abuse? Shouldn’t the conversation start there?

Johnny Chiodini, Head of Video at Dicebreaker, discussed video games and mental health during a TED Talk in 2016. He also created a YouTube series called Low Batteries through Eurogamer that discussed video games and mental health. Chiodini had this to say in an article from BBC’s Newsbeat on the subject.

“I think instead of puzzling over whether game X or Y might be addictive, we should be questioning which people might be more susceptible to developing problematic behaviors involving video games.”

Parents should know what kinds of games they are purchasing for their child(ren) and have a right to restrict access depending on age and/or maturity level. That’s what the ESRB (Entertainment Software Rating Board) system was intended for, to make sure that consumers know a game’s recommended audience and make informed purchasing decisions.

As with all good things, too much can definitely be a bad thing. Getting too absorbed into video games, prioritizing gaming over real-world responsibilities, of course, is something to be concerned about. Not just for young children and adolescents, but adults as well.

No parent wants their child to get to a point where their gaming hobby becomes an unhealthy obsession. No adult wants to get to a point where they cannot interact with the world around them offline. Yet instead of communicating, many are quick to fall for the negative stereotypes and misconceptions that unfortunately stuck with gaming over the years.

Gaming companies absolutely should be doing more research into how they can avoid encouraging these kinds of addictions and taking responsibility for the content of the games they sell. But that’s a conversation for another day.

Every person’s mental health struggle is different. Some can involve games, others may not. Some might find it helpful to use gaming as a tool in counseling or therapy to understand and work through their situations. Others might need an offline approach.

For myself, a 27-year-old female who has been gaming since nine years old, gaming is a tool for entertainment and a hobby I enjoy. I’ve also turned to some personal favorites as a temporary break, a breather for my mind to get back in control when the world seemed too much for me to handle all at once. I have been struggling with depression and anxiety since I was 12 years old. I was diagnosed officially by a doctor in 2015. In times when I have mental struggles, I do not turn to games.

Since depression can cause a person to lose interest in things they are passionate about, gaming has unfortunately fallen into that category in my particular case. It becomes a concern for my peers if I DON’T play games or if I’m suddenly inactive for a prolonged period of time. Friends and siblings check on me and make sure that I’m okay. They know that it’s something that I am excited about and share with them because it’s important to me.

Gaming can be used for a lot of good. It can be a simulation for pilots, doctors and other professionals to use as practice for delicate tasks before moving on to perform the task in real life. It can be used for those who struggle with social interactions and make them feel more capable and comfortable being around people offline. Students may find complex topics and subjects much easier to understand if it were simulated through a game.

Bradley University discussed how gamification can be used in counseling and how important it was to keep an eye on this trend. It defines gamification as, “the application of game structures (points, motor skills, competition) to an otherwise routine process in working or personal life, usually realized in the form of a computer game or a relatable medium.”

Gamification can be used for those who are particularly tech-savvy, so it could be an option to consider for those who game frequently in order to interact with mental health counselors. It has also stated that school counselors could see an opportunity to engage adolescents and young children through this.

“As technology continues to reshape life, professional mental health counselors will need to find ways to embrace and address it in their work.” — Bradley University

Video games can address real-life problems using unique storytelling methods that can engage players in a way that other types of media, such as movies or TV shows, might not.

Instead of blaming outside sources for changes in a person’s mood or behavior that is believed to be concerning, engage in open conversation. That is if you are willing to listen and understand the underlying struggles they are living through and talk it out to come up with real solutions.

If you or a loved one is struggling with suicidal thoughts, mental health issues that you’d want to talk about or want to know how to help someone who may be struggling, here are a few handy numbers to know which are available to use 24/7 in the United States. Please check the correct numbers for your country. Each service may offer more ways to connect on their websites.

US National Suicide Prevention Line: Call 1–800–273–8255

Crisis Text Line: Text Hello to 741741

YouthLine: Text teen2teen to 839863 or call 1–877–968–8491

The Nerd Castle began as a master’s capstone project at the CUNY Graduate School of Journalism in 2016. It is now an independently run video game blog that will be used to explore, showcase and expose diversity and the issues surrounding it within the gaming community.

Anna-Michelle can be found on Twitter @amlavandier. The Nerd Castle can also be found on Facebook, Instagram and Tumblr @thenerdcastle.

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Anna-Michelle Lavandier
The Nerd Castle

Journalist, gamer, anime/manga enthusiast, BTS ARMY since 2015 and avid coffee drinker. 2016 CUNY Social Journalism M.A. grad and 2014 UCF Journalism B.A. grad.