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. 2019 Sep 5;18:100280. doi: 10.1016/j.invent.2019.100280

Table 4.

Advantageous and unfavourable aspects of games.

Theme Subthemes
Aspects of games that are advantageous
  • Should be discretely about mental health

  • Ability to play as and express affirmed gender

  • Functionality requirements

  • Importance of characters and storyline

  • Teaching mental health management skills

  • Trigger warnings

  • Sense of achievement

  • LGBT+ content

  • Positive messaging

  • Autonomy

  • Cathartic violence

  • Enduring positive aspect of games

  • Games keep you focused

  • Broadly applicable games

  • Escapism

  • Personalised

  • Games as artforms

  • Role-playing games

  • Finding peers and likeminded individuals

  • Should be specifically about mental health

Aspects of games that are unfavourable
  • Not inclusive of gender and sexual diversity

  • Issues with game functionality and design

  • Violence

  • Inappropriate content

  • Self-deprecation and inability to do well

  • Triggering to mental health

  • Lack of autonomy

  • LGBT+ stereotypes and ingenuine representation

  • Addictive nature of games

  • Domination by intolerant demographic groups

  • Toxicity and pressure of team massively multiplayer online games

  • Help information not Australian

  • Contaminating nature of phobic attitudes

Subthemes are listed in order of prevalence.