The Impact of Video Games on the Emotional State of Gamers: Review of Modern Research DOI Creative Commons
Н.М. Лаптева

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 &mdash; 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>

Язык: Английский

Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach DOI Open Access

Francesco Bocci,

Ambra Ferrari, Marcello Sarini

и другие.

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.

Язык: Английский

Процитировано

14

Causal effect of video gaming on mental well-being in Japan 2020–2022 DOI Creative Commons
Hiroyuki Egami, Md. Shafiur Rahman,

Tsuyoshi Yamamoto

и другие.

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.

Язык: Английский

Процитировано

5

The Potential Impact of Adjunct Digital Tools and Technology to Help Distressed and Suicidal Men: An Integrative Review DOI Creative Commons
Luke Balcombe, Diego De Leo

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.

Язык: Английский

Процитировано

17

Play in video games DOI Creative Commons
Arthur Nguyen, Daphné Bavelier

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.

Язык: Английский

Процитировано

11

Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game DOI

Chih‐Chung Chien,

Yen‐Ting Ho, Huei‐Tse Hou

и другие.

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

Язык: Английский

Процитировано

10

Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial DOI Creative Commons
Rosa S. Wong, Keith T. S. Tung, Frederick K. Ho

и другие.

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

Язык: Английский

Процитировано

4

The Symbiosis of Virtual Reality Exposure Therapy and Telemental Health: A Review DOI Creative Commons
Triton Ong, Hattie Wilczewski, Hiral Soni

и другие.

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.

Язык: Английский

Процитировано

16

Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture DOI Creative Commons
Jeffrey CL Looi, Fiona Wilkes, Tarun Bastiampillai

и другие.

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

Язык: Английский

Процитировано

9

Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies DOI Creative Commons
Aniek Wols,

Michelle A Pingel,

Anna Lichtwarck‐Aschoff

и другие.

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.

Язык: Английский

Процитировано

3

Exploring the association between online gaming addiction and academic performance among the school‐going adolescents in Bangladesh: A cross‐sectional study DOI Creative Commons
Ramisa Anjum,

Nodia Hossain Nodi,

Proma Rani Das

и другие.

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.

Язык: Английский

Процитировано

3