Literature DB >> 31672105

When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being.

Yemaya J Halbrook1, Aisling T O'Donnell1, Rachel M Msetfi2.   

Abstract

Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an "optimal gaming profile" that can be used in the future for both academic- and industry-related research.

Entities:  

Keywords:  aggression; health; video games; well-being

Mesh:

Year:  2019        PMID: 31672105     DOI: 10.1177/1745691619863807

Source DB:  PubMed          Journal:  Perspect Psychol Sci        ISSN: 1745-6916


  12 in total

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2.  Acceptability of technology-based physical activity intervention profiles and their motivational factors in obesity care: a latent profile transition analysis.

Authors:  Meggy Hayotte; Guillaume Martinent; Véronique Nègre; Pierre Thérouanne; Fabienne d'Arripe-Longueville
Journal:  Int J Obes (Lond)       Date:  2021-04-23       Impact factor: 5.095

3.  Seven-year-olds' references to internal states when playing with toy figures and a video game.

Authors:  Salim Hashmi; Amy L Paine; Dale F Hay
Journal:  Infant Child Dev       Date:  2021-03-09

4.  Online Gaming and Prolonged Self-Isolation: Evidence from Italian Gamers During the Covid-19 Outbreak.

Authors:  Alessandro Giardina; Maria Di Blasi; Adriano Schimmenti; Daniel L King; Vladan Starcevic; Joël Billieux
Journal:  Clin Neuropsychiatry       Date:  2021-02

5.  A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic.

Authors:  Maximilian Croissant; Madeleine Frister
Journal:  PLoS One       Date:  2021-12-16       Impact factor: 3.240

6.  Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic.

Authors:  Jessica Formosa; Daniel Johnson; Selen Türkay; Regan L Mandryk
Journal:  Comput Human Behav       Date:  2022-02-10

7.  Time spent playing video games is unlikely to impact well-being.

Authors:  Matti Vuorre; Niklas Johannes; Kristoffer Magnusson; Andrew K Przybylski
Journal:  R Soc Open Sci       Date:  2022-07-27       Impact factor: 3.653

8.  Dual Diagnosis in Adolescents with Problematic Use of Video Games: Beyond Substances.

Authors:  Arturo Esteve; Antonio Jovani; Ana Benito; Abel Baquero; Gonzalo Haro; Francesc Rodríguez-Ruiz
Journal:  Brain Sci       Date:  2022-08-21

9.  The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being.

Authors:  Sarah Kelly; Thomas Magor; Annemarie Wright
Journal:  Front Psychol       Date:  2021-05-10

10.  Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review.

Authors:  Lisa Raith; Julie Bignill; Vasileios Stavropoulos; Prudence Millear; Andrew Allen; Helen M Stallman; Jonathan Mason; Tamara De Regt; Andrew Wood; Lee Kannis-Dymand
Journal:  Front Psychol       Date:  2021-06-30
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