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.
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
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.