Literature DB >> 32053021

The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review.

Russell Pine1, Theresa Fleming1, Simon McCallum2, Kylie Sutcliffe3.   

Abstract

Background: Despite the variety of available treatments for mental health symptoms, many individuals do not engage with treatment and among those who do, dropout rates are often high. Therefore, providing alternative opportunities to access treatment is imperative. Research interest in the therapeutic effects of digital mental health initiatives and serious games has grown in recent years, but the potential of simple, easy-to-use casual videogames (CVGs) that can be played in short bursts of time has seldom been considered. Objective: The objective of the present study is to provide a systematic review of the literature examining the effects of CVGs on treating anxiety, depression, stress, and low mood. Method: A systematic search was conducted, using the terms (casual gam* or casual videogam* or mini gam* or minigam* or mini-gam* or gamif*) and (mental health or anx* or depress* or stress or mood) and (study or trial or treatment or prescribed or prevention) as "Title," "Abstracts," "Keywords," or "Topic" words across all years. A Google search was also completed to check for articles that may have been missed.
Results: N = 13 studies met inclusion criteria (no studies were added via the Google search). These studies reported findings for nine different CVGs, with six studies aimed at reducing anxiety, two examining effects for depression, and four investigating the effects of CVGs on treating stress or low mood. Promising effects were identified.
Conclusion: CVGs may have promise for treating anxiety, depression, stress, and low mood.

Entities:  

Keywords:  Anxiety; Casual videogames; Depression; Mental health; Mood; Stress

Mesh:

Year:  2020        PMID: 32053021     DOI: 10.1089/g4h.2019.0132

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


  10 in total

1.  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

2.  Quality evaluation of stress, anxiety and depression apps for COVID-19.

Authors:  Lauren Su En Li; Li Lian Wong; Kevin Yi-Lwern Yap
Journal:  J Affect Disord Rep       Date:  2021-10-22

3.  Does Playing Apart Really Bring Us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During a Period of Social Distancing.

Authors:  Steve Nebel; Manuel Ninaus
Journal:  Front Psychol       Date:  2022-02-11

4.  Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study.

Authors:  Nadia Minian; Anika Saiva; Allison Gayapersad; Rosa Dragonetti; Catherine Proulx; Patricia Debergue; Julia Lecce; Sarwar Hussain; Eric Desjardins; Peter Selby
Journal:  JMIR Form Res       Date:  2022-05-12

5.  Music-based casual video game training alleviates symptoms of subthreshold depression.

Authors:  Ximeng Li; Moyi Zheng; Yuchang Zhang; Yueyun Wang; Lu Nie; Yuan Yuan; Tianyi Qian; Yixuan Ku
Journal:  Front Public Health       Date:  2022-08-03

6.  Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide.

Authors:  Aarón Sújar; Marina Martín-Moratinos; María Rodrigo-Yanguas; Marcos Bella-Fernández; Carlos González-Tardón; David Delgado-Gómez; Hilario Blasco-Fontecilla
Journal:  JMIR Serious Games       Date:  2022-08-01       Impact factor: 3.364

7.  Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play.

Authors:  Sebastian Deterding; Marc Malmdorf Andersen; Julian Kiverstein; Mark Miller
Journal:  Front Psychol       Date:  2022-07-26

8.  Animation Narrative on Stress Relief and Psychological Cognitive Development in Adolescents.

Authors:  Qian Jiang; Li Ma; Min Yue
Journal:  Occup Ther Int       Date:  2022-09-02       Impact factor: 1.565

9.  Liquiritin Alleviates Depression-Like Behavior in CUMS Mice by Inhibiting Oxidative Stress and NLRP3 Inflammasome in Hippocampus.

Authors:  Chang Liu; Dai Yuan; Chi Zhang; Ye Tao; Ying Meng; Mengli Jin; Wu Song; Bingmei Wang; Lin Wei
Journal:  Evid Based Complement Alternat Med       Date:  2022-01-11       Impact factor: 2.629

Review 10.  Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders.

Authors:  Marta Ruiz; Manon Moreno; Braulio Girela-Serrano; Isaac Díaz-Oliván; Laura Jiménez Muñoz; Cristina González-Garrido; Alejandro Porras-Segovia
Journal:  Curr Psychiatry Rep       Date:  2022-02-03       Impact factor: 8.081

  10 in total

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