Journal of Modern Foreign Psychology,
Год журнала:
2025,
Номер
13(4), С. 120 - 130
Опубликована: Янв. 22, 2025
<p
style="text-align:
justify;">The
article
presents
a
theoretical
review
of
modern
research
dedicated
to
the
problem
influence
video
games
on
emotional
state
players.
Despite
large
number
works
in
this
area,
their
results
are
quite
contradictory,
therefore,
an
analysis
meta-analytical
data
is
necessary,
as
well
detailed
consideration
various
factors
influencing
effect.
It
has
been
shown
that
there
evidence
for
negative
effects
indicators
state,
positive
and
absence
effects.
The
effect
depends
additional
—
individual
personality
traits
player,
genre
game,
amount
time
spent
playing
games,
many
others.
revealed
some
cases,
contradictions
empirical
studies
explained
by
these
factors,
particular,
game
significant
impact,
presence
addiction.
We
also
reviewed
confirmed
educational
development
self-regulation
skills,
therapy
symptoms
autism
depression.
Formulating
reliable
clear
conclusions
about
magnitude
entertainment
genres
still
difficult
due
lack
meta-analyses.</p>
Healthcare,
Год журнала:
2023,
Номер
11(12), С. 1767 - 1767
Опубликована: Июнь 15, 2023
Video
games
have
been
increasingly
used
as
a
form
of
therapy
for
various
mental
health
conditions.
Research
has
shown
that
video
can
be
to
treat
conditions
such
depression,
anxiety,
PTSD,
and
addiction.
One
the
main
benefits
in
is
they
provide
sense
engagement
immersion
traditional
methods
may
lack.
Additionally,
teach
valuable
skills
problem
solving,
decision
making,
coping
strategies.
also
simulate
real-life
scenarios,
allowing
individuals
practice
improve
social
safe
controlled
environment.
Furthermore,
feedback
track
progress
objectively
quantifiably.
This
paper
proposes
an
approach,
Game
Therapy®
(VGT®)
where
game
experience
put
at
center
tailored
way,
connecting
individual
patient's
personality,
therapy's
goals,
suggested
type
through
Myers
Briggs
Type
Indicator
(MBTI).VGT®'s
core
assumption
playing
could
facilitate
patients
reaching
methodologies
therapeutic
approaches
work
best.
VGT®
was
elaborated
according
Adlerian
vision
and,
consequently,
different
phases
match.
Despite
use
psychotherapy
might
some
adverse
effects
specific
cases,
currently
three
associations
with
positive
results
promoting
emotional
experimentation
literacy,
feeling,
identity,
activating
cognitive
processes.
Future
developments
include
expanding
further
validate
from
statistical
point
view.
Nature Human Behaviour,
Год журнала:
2024,
Номер
8(10), С. 1943 - 1956
Опубликована: Авг. 19, 2024
Abstract
The
widespread
use
of
video
games
has
raised
concerns
about
their
potential
negative
impact
on
mental
well-being.
Nevertheless,
the
empirical
evidence
supporting
this
notion
is
largely
based
correlational
studies,
warranting
further
investigation
into
causal
relationship.
Here
we
identify
effect
gaming
well-being
in
Japan
(2020–2022)
using
game
console
lotteries
as
a
natural
experiment.
Employing
approaches
designed
for
inference
survey
data
(
n
=
97,602),
found
that
ownership,
along
with
increased
play,
improved
ownership
reduced
psychological
distress
and
life
satisfaction
by
0.1–0.6
standard
deviations.
Furthermore,
forest
machine
learning
algorithm
revealed
divergent
impacts
between
different
types
console,
one
showing
smaller
benefits
adolescents
females
while
other
showed
larger
adolescents.
These
findings
highlight
complex
digital
media
importance
considering
differential
screen
time
effects.
Frontiers in Psychology,
Год журнала:
2022,
Номер
12
Опубликована: Янв. 4, 2022
Suicidal
men
feel
the
need
to
be
self-reliant
and
that
they
cannot
find
another
way
out
of
relationship
or
socioeconomic
issues.
Suicide
prevention
is
crucial
importance
worldwide.
The
much
higher
rate
suicide
in
engenders
action.
prelude
a
subjective
experience
can
very
isolating
severely
distressing.
Men
may
not
realize
change
their
thinking
behaviors,
which
makes
it
more
difficult
seek
get
help,
thereby
interrupting
“downward
spiral”.
Stoicism
often
prevents
from
admitting
personal
struggle.
lack
“quality”
connections
“non-tailored”
therapies
has
led
high
number
“walking
out”
on
traditional
clinical
approaches.
But
there
are
complicated
relationships
motivations
formative
behaviors
with
regards
emotional
state,
psychiatric
disorders,
interpersonal
life
events
suicidal
behavior
method
selection.
Middle-aged
older
have
alternated
as
most
at-risk
suicide.
There
no
one
solution
applies
all
men,
but
digital
tools
assistance
(e.g.,
video
conferences,
social
networks,
telephone
calls,
emails).
Digital
interventions
require
levels
effectiveness
for
distress
suicidality
self-guided
approaches
suitable
especially
where
linked
an
integrated
online
platform
quick
response
chats,
phone
Furthermore,
technology-enabled
models
care
offer
promise
advance
appropriate
linking
mental
health
services
through
better
faster
understanding
specific
needs
individuals
socio-cultural)
type
level
experienced.
Long-term
evidence
its
evaluation
benefit
progressing
human
computer-interaction
providing
impetus
eminent
platform.
Neuroscience & Biobehavioral Reviews,
Год журнала:
2023,
Номер
153, С. 105386 - 105386
Опубликована: Сен. 6, 2023
Video
game
play
is
remarkably
ubiquitous
in
today's
society
given
its
recent
emergence
only
the
late
1950s.
While
this
fast
evolution
could
exemplify
power
of
play,
video
games
exploit
but
also
extend
other
types
play.
Here,
we
review
a
classification
ecosystem
useful
emerging
field
cognitive
neuroscience
games.
We
then
discuss
how
may
leverage
different
types,
considering
first
locomotor-rotational,
object,
and
social
before
highlighting
importance
role,
rule,
pretend
With
an
eye
toward
comparative
studies
neural
bases
across
species,
whether
fulfil
five
criteria
from
Burghardt
(2005)
to
identify
Finally,
line
with
play's
possible
preparatory
role
for
adulthood,
positive
impact
on
cognition
future
learning
action-like
Highlighting
that
not
all
have
impact,
note
more
granular
hypotheses
about
biological
functions
are
be
encouraged.
Journal of Educational Computing Research,
Год журнала:
2023,
Номер
62(1), С. 376 - 405
Опубликована: Сен. 29, 2023
In
the
post-pandemic
era,
distance
education
and
training
modes
without
space
constraints
are
gradually
becoming
a
new
trend
in
training.
Game-based
combined
with
situational
simulations
is
potential
approach.
This
study
used
simulation
company
scenario
decision-making
analysis
task
of
promotion
assessment
as
game
context,
proposed
an
innovative
mechanism
integrating
situation
interactive
contextual
clue
scaffolding
guide
to
enhance
learning
effectiveness.
Gather
Town
platform
design
office
scenario,
Google
Forms
scaffolding.
conducted
empirical
research
evaluate
this
mechanism,
total
60
participants
divided
into
experimental
group
that
activities
control
was
only
provided
document
files
for
comparative
analysis.
The
results
revealed
exploration
guidance
immersive
scenes
could
allow
learners
experience
high
level
fidelity
increase
discovery
rate
usefulness
It
also
reduced
anxiety,
maintained
motivation
flow,
resulted
significantly
higher
effectiveness
than
Journal of Medical Internet Research,
Год журнала:
2024,
Номер
26, С. e51908 - e51908
Опубликована: Фев. 14, 2024
Background
Evidence
supports
the
effectiveness
of
serious
games
in
health
education,
but
little
is
known
about
their
effects
on
psychosocial
well-being
children
general
population.
Objective
This
study
aimed
to
investigate
potential
a
mobile
game–based
safety
education
program
improving
children’s
and
outcomes.
Methods
Safe
City
roleplaying
game
specifically
designed
educate
Hong
Kong
safety.
randomized
controlled
trial
included
340
grades
4
through
6.
Intervention
arm
participants
(n=170)
were
instructed
play
for
weeks,
whereas
control
received
booklet.
All
completed
survey
knowledge
behaviors
problems
at
baseline
(T1),
1
month
postintervention
(T2),
3
months
(T3).
Cumulative
scores
mini-game
performance
analyzed
as
proxy
extent
exposure
game.
Outcome
data
using
2-sample
2-tailed
t
tests
compare
mean
change
from
T1
T2
T3
intervention
versus
participants.
The
association
use
with
outcome
changes
was
generalized
additive
models.
Results
No
significant
differences
found
between
arms.
However,
analyses
showed
that
higher
associated
improvements
safe
behavior
(P=.03)
internalizing
(P=.01)
T3.
Matching
Spot
Danger
significantly
predicted
Conclusions
Analysis
has
shown
playing
can
result
reductions
unsafe
problems.
These
findings
provide
evidence
positive
impact
psychological
social
well-being,
highlighting
technology-driven
interventions
assist
learning
preventing
injuries.
Trial
Registration
ClinicalTrials.org
NCT04096196;
https://clinicaltrials.gov/show/NCT04096196
International
Registered
Report
Identifier
(IRRID)
RR2-10.2196/17756
Frontiers in Virtual Reality,
Год журнала:
2022,
Номер
3
Опубликована: Фев. 25, 2022
Phobias
and
related
anxiety
are
common
costly
mental
health
disorders.
Experts
anticipate
the
prevalence
of
phobias
will
increase
due
to
COVID-19
pandemic.
Exposure
therapies
have
been
established
as
effective
reliable
treatments
for
anxiety,
including
recent
innovations
in
virtual
reality-based
exposure
therapy
(VRET).
With
advent
telemental
(TMH),
VRET
is
poised
become
mainstream.
The
combination
TMH
has
potential
extend
provider
treatment
options
improve
patient
care
experiences.
In
this
narrative
review,
we
describe
how
events
accelerated
+
TMH,
identify
barriers
implementation,
discuss
strategies
navigate
those
barriers.
Australasian Psychiatry,
Год журнала:
2023,
Номер
32(1), С. 59 - 62
Опубликована: Окт. 31, 2023
Objective
Up
to
three
billion,
of
the
eight
billion
people
in
world,
play
videogames.
Gaming
is
a
significant
global
sociocultural
influence.
This
primer
will
aid
psychiatrists
understanding
milieux
gamers,
who
include
patients
and
their
communities.
Method
A
rapid
narrative
review.
Results
Benefits
expression
personality,
identity
culture
through
social
aspects
gaming.
Improved
physical
health,
neurocognition,
self-efficacy
quality
life
are
associated
with
gaming
those
certain
mental
health
disorders
including
schizophrenia.
Harms
may
in-game
discrimination,
disordered
gaming,
as
well
encouragement
online
gambling.
There
no
longitudinal
association
between
violent
games
youth
aggression.
Conclusions
Psychiatrists
should
enquire
about
part
patients’
lives,
perceived
benefits
harms
Clinical Psychology Review,
Год журнала:
2024,
Номер
108, С. 102396 - 102396
Опубликована: Янв. 30, 2024
Many
youth
experience
mental
health
problems
and
digital
games
hold
potential
as
interventions.
This
systematic
review
provides
an
overview
of
randomised
controlled
studies
assessing
the
effectiveness
applied
casual
for
improving
in
aged
6-24
years.
A
search
PsycINFO,
Web
Science
Pubmed
yielded
145
eligible
studies.
Studies
on
(sub)clinical
participant
samples
(n
=
75)
most
often
focused
attention-deficit/hyperactivity
disorder
(ADHD),
autism
anxiety.
Applied
were
found
effective
social
skills,
verbal
memory
anxiety,
whereas
depression,
anxiety
ADHD.
involving
healthy
70)
grouped
into
papers
examining
medical
settings,
momentary
effects
positive
negative
affect,
employing
a
longitudinal
design
measuring
trait
outcomes.
Promising
results
use
distraction
tools
affect.
Overall,
our
findings
demonstrate
health.
Implications
recommendations
future
research
are
discussed,
such
developing
evaluation
guidelines,
clearly
defining
games,
harmonising
outcome
measures,
including
outcomes,
nonspecific
factors
that
may
influence
symptom
improvement
well.
Health Science Reports,
Год журнала:
2024,
Номер
7(9)
Опубликована: Авг. 29, 2024
The
pervasive
nature
of
online
gaming,
notably
accentuated
during
the
COVID-19
pandemic,
has
spurred
concerns
regarding
gaming
addiction
among
children.
This
study
explores
intricate
ramifications
on
academic
performance
and
social
dynamics
children
in
Bangladesh.
Our
primary
objective
is
to
gauge
extent
unravel
its
profound
effects
performance.