Literature DB >> 34132648

Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games.

Magdalena Kowal1, Eoin Conroy1, Niall Ramsbottom1, Tim Smithies1, Adam Toth1, Mark Campbell1.   

Abstract

Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments. ©Magdalena Kowal, Eoin Conroy, Niall Ramsbottom, Tim Smithies, Adam Toth, Mark Campbell. Originally published in JMIR Serious Games (https://games.jmir.org), 16.06.2021.

Entities:  

Keywords:  accessibility; clinical; commercial video games; health care; mental health disorders; mobile phone; pandemic; psychotherapy

Year:  2021        PMID: 34132648     DOI: 10.2196/26575

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  4 in total

Review 1.  The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis.

Authors:  Hsin-Yi Wang; Cecilia Cheng
Journal:  JMIR Ment Health       Date:  2022-02-17

2.  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

3.  A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study.

Authors:  Mariam Almeqbaali; Sofia Ouhbi; Mohamed Adel Serhani; Leena Amiri; Reem K Jan; Nazar Zaki; Ayman Sharaf; Abdulla Al Helali; Eisa Almheiri
Journal:  JMIR Serious Games       Date:  2022-08-02       Impact factor: 3.364

4.  Coping with COVID- 19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena.

Authors:  Angelica B Ortiz de Gortari
Journal:  Entertain Comput       Date:  2022-09-27
  4 in total

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