Electronic games have been used to treat psychiatric illnesses in several countries around the world. However, there is still no conclusive evidence on the efficacy of the use of these games for the treatment of psychiatry patients. The objective of this study was to investigate the opinion of mental healthcare providers on the impact of electronic games on psychiatric patients in Saudi Arabia. A paper-based questionnaire was designed and a cross-sectional survey was conducted to achieve the objective of this study. The questionnaire was randomly distributed to 100 participants in the Eastern province in Saudi Arabia. The researchers personally distributed and collected the questionnaire. 60 respondents met the inclusion criterion. The study was conducted for 1 month in May 2020. Most of the participants suggested that the influence of electronic games on the psychological level (76.7%) and behavior/habits (59.9%) of psychiatry patients affected by severe mental disorders was very weak, weak, and neutral. Also, the participants believed (agreed and strongly agreed) that these games could serve as a method for the treatment (45.0%) and therapy/rehabilitation (41.6%) of psychiatry patients affected by mild or moderate mental disorders. Likewise, the participants felt (agreed+ strongly agreed) that the games were useful for entertainment (83.4%), education (41.7%), and communication (33.4%). On the other hand, less than a third of the respondents thought (strongly agreed +agreed) that the games contributed to achieve scientific goals (26.7%) and raise awareness (28.3%) of psychiatric patients; the rest of the respondents had neutral opinions, disagreed, and strongly disagreed with the aforementioned views. This research is significant because it can help spread the opinion of mental healthcare providers about the use of electronic games for the treatment of mental diseases in Saudi Arabia. According to the respondents, electronic games can contribute to the treatment, rehabilitation, therapy, education, and entertainment of patients affected by mild and moderate psychiatric disorders. Also, the games can influence to a lesser extent the psychological level and behavior of patients affected by severe psychiatric disorders. Alternatively, due to the massive use of the internet, smartphones, and other communication technologies in Saudi Arabia, there is a potential for the use of electronic games for the treatment of psychiatry patients. In this sense, this study suggests a possible perspective for the management of mental illnesses that affect a sector of the population in Saudi Arabia.