Literature DB >> 26197075

The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study.

Carmen V Russoniello1, Matthew Fish1, Kevin O'Brien2.   

Abstract

BACKGROUND: Depression is a debilitating illness that is estimated to affect more than 300 million people worldwide. Although there has been some success in treatment of this illness with pharmaceuticals and behavioral techniques like cognitive behavioral therapy, these are often costly and have stigma associated with them. The purpose of this study was to test whether a prescribed regimen of casual videogame (CVG) play could reduce symptoms associated with depression. SUBJECTS AND METHODS: Participants were screened for depression using the Patient Health Questionnaire-9 (PHQ-9). They were then randomized into the control (n=29) or experimental (n=30) group. Experimental participants were prescribed to play CVGs three times per week (with 24 hours between each session), for 30 minutes, over a 1-month period. Control participants surfed the National Institute of Mental Health's Web page on depression. The instrument used to test the hypothesis was the PHQ-9.
RESULTS: Repeated-measures statistical analyses revealed there was a significant interaction of group and time, supporting the hypothesis that the groups would be different after the intervention. Moreover, when data were compared using tests of within-subjects contrasts between baseline (Time 1) and the end of the 1-month study (Time 3), we found significant decreases in depression symptoms in the experimental group. When this was compared with the control group changes, the results were still significant.
CONCLUSIONS: We found that a prescribed regimen of playing CVGs significantly reduced symptoms of clinical depression as measured by the PHQ-9. Clinicians should consider these low-cost CVGs as a possible intervention to address psychological and somatic symptoms associated with depression.

Entities:  

Year:  2013        PMID: 26197075     DOI: 10.1089/g4h.2013.0010

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  19 in total

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Authors:  Michelle Colder Carras; Ramin Mojtabai; Bernadette Cullen
Journal:  J Psychiatr Pract       Date:  2018-03       Impact factor: 1.325

2.  Examining the synergistic effects of a cognitive control video game and a home-based, self-administered non-invasive brain stimulation on alleviating depression: the DiSCoVeR trial protocol.

Authors:  Esther Dechantsreiter; Frank Padberg; Alon Morash; Ulrike Kumpf; Arthur Nguyen; Zeno Menestrina; Fabienne Windel; Gerrit Burkhardt; Stephan Goerigk; Takuya Morishita; Aldo Soldini; Shira Ahissar; Tamar Cohen; Angela Pasqualotto; Linda Rubene; Liene Konosonoka; Daniel Keeser; Peter Zill; Razan Assi; Rémy Gardier; Roser Viñals; Jean-Philippe Thiran; Ronen Segman; Yuval Benjamini; Omer Bonne; Friedhelm Christoph Hummel; Daphne Bavelier; Elmars Rancans; Mor Nahum
Journal:  Eur Arch Psychiatry Clin Neurosci       Date:  2022-10-22       Impact factor: 5.760

3.  Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems.

Authors:  Michelle Colder Carras; Anna Kalbarczyk; Kurrie Wells; Jaime Banks; Rachel Kowert; Colleen Gillespie; Carl Latkin
Journal:  Soc Sci Med       Date:  2018-09-24       Impact factor: 4.634

4.  Capitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing.

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Review 5.  Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime.

Authors:  Michelle Colder Carras; Antonius J Van Rooij; Donna Spruijt-Metz; Joseph Kvedar; Mark D Griffiths; Yorghos Carabas; Alain Labrique
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6.  A Prototype Exercise-Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases.

Authors:  Carol S Bruggers; Sabrina Baranowski; Mathew Beseris; Rachel Leonard; Derek Long; Elizabeth Schulte; Ashton Shorter; Rowan Stigner; Clinton C Mason; Alisa Bedrov; Ian Pascual; Grzegorz Bulaj
Journal:  Front Pediatr       Date:  2018-04-09       Impact factor: 3.418

7.  Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames.

Authors:  Meveshni Govender; Randy C Bowen; Massiell L German; Grzegorz Bulaj; Carol S Bruggers
Journal:  Games Health J       Date:  2015-06-26

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Journal:  Front Neurol       Date:  2014-07-14       Impact factor: 4.003

Review 9.  Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift.

Authors:  Theresa M Fleming; Derek de Beurs; Yasser Khazaal; Andrea Gaggioli; Giuseppe Riva; Cristina Botella; Rosa M Baños; Filippo Aschieri; Lynda M Bavin; Annet Kleiboer; Sally Merry; Ho Ming Lau; Heleen Riper
Journal:  Front Psychiatry       Date:  2016-04-18       Impact factor: 4.157

10.  Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.

Authors:  Simone Kühn; Fabrice Berna; Thies Lüdtke; Jürgen Gallinat; Steffen Moritz
Journal:  Front Psychol       Date:  2018-02-12
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