Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions DOI
Selen Türkay,

Allan Lin,

Daniel Johnson

и другие.

Behaviour and Information Technology, Год журнала: 2022, Номер 42(11), С. 1720 - 1739

Опубликована: Июль 1, 2022

The COVID-19 pandemic caused tremendous economic and social disruption devastating people's livelihoods wellbeing. World Health Organisation (WHO) recommended people engage in enjoyable activities such as videogames, helping them relax during difficult life situations. Using Self-Determination Theory a lens, this interview study (N = 11) examined how videogame behaviours were influenced by context, their impact on wellbeing COVID-19. Findings established that videogames compensatory response to the stressors of pandemic. Playing satisfied participants' needs for connection, serving coping mechanism distract short time; following an initial prioritisation gaming spike hours, many returned regular behaviours. This contributes games health literature, identifying effects wellbeing, provides much needed knowledge practitioners families are used players' societal stressful event. findings have clinical policy implications both identify positive tool, dispel negative stigmas surrounding videogames.

Язык: Английский

How Players Perceive Mental Illness in Commercial Video Games: A Comparison of Positive and Negative Portrayals DOI
Gloria Mittmann, Sylvia Dörfler, Susanne Siegmann

и другие.

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Exploring Human Behaviours of Stress through Virtual Reality Interactions using Accessible, Embedded Sensors and User-Personalised Machine Learning DOI
S. Davies, Tom Owen, Sean Walton

и другие.

Опубликована: Апрель 23, 2025

Язык: Английский

Процитировано

0

"Don't You Dare Go Hollow": How Dark Souls Helps Players Cope with Depression, a Thematic Analysis of Reddit Discussions DOI
Jaakko Väkevä, Perttu Hämäläinen,

Janne Lindqvist

и другие.

Опубликована: Апрель 24, 2025

Язык: Английский

Процитировано

0

The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping Review DOI
Vibhav Chitale, Nilufar Baghaei, D.P. Playne

и другие.

Games for Health Journal, Год журнала: 2022, Номер 11(6), С. 341 - 354

Опубликована: Июль 26, 2022

This study provides a comprehensive review about the use of videogames and virtual reality (VR) for assessment anxiety depression. aimed to answer research question viability games VR An extensive literature search spanning across several databases published since year 2000 returned total 4566 records. Based on eligibility criteria, screening process resulted in selection 10 articles final review. Equal number studies utilized (n = 5) VR. Three made machine learning techniques. Only two were found be clinical studies. interesting finding was that focused disorders relied mostly VR, whereas those depression assessment. Majority reported encouraging findings support or identified potential digital biomarkers correlates may guide researchers design process. It is necessary highlight should consider consultation with trained mental health experts, while designing such assessments ensure safety privacy. However, due limited as well lack studies, more evidence required strongly this notion using tools

Язык: Английский

Процитировано

18

Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions DOI
Selen Türkay,

Allan Lin,

Daniel Johnson

и другие.

Behaviour and Information Technology, Год журнала: 2022, Номер 42(11), С. 1720 - 1739

Опубликована: Июль 1, 2022

The COVID-19 pandemic caused tremendous economic and social disruption devastating people's livelihoods wellbeing. World Health Organisation (WHO) recommended people engage in enjoyable activities such as videogames, helping them relax during difficult life situations. Using Self-Determination Theory a lens, this interview study (N = 11) examined how videogame behaviours were influenced by context, their impact on wellbeing COVID-19. Findings established that videogames compensatory response to the stressors of pandemic. Playing satisfied participants' needs for connection, serving coping mechanism distract short time; following an initial prioritisation gaming spike hours, many returned regular behaviours. This contributes games health literature, identifying effects wellbeing, provides much needed knowledge practitioners families are used players' societal stressful event. findings have clinical policy implications both identify positive tool, dispel negative stigmas surrounding videogames.

Язык: Английский

Процитировано

16