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

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

Journal

JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255

Informations de publication

Date de publication:
16 Jun 2021
Historique:
received: 17 12 2020
accepted: 02 04 2021
revised: 18 03 2021
entrez: 16 6 2021
pubmed: 17 6 2021
medline: 17 6 2021
Statut: epublish

Résumé

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.

Identifiants

pubmed: 34132648
pii: v9i2e26575
doi: 10.2196/26575
pmc: PMC8277305
doi:

Types de publication

Journal Article

Langues

eng

Pagination

e26575

Informations de copyright

©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.

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Auteurs

Magdalena Kowal (M)

Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland.

Eoin Conroy (E)

Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland.

Niall Ramsbottom (N)

Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland.

Tim Smithies (T)

Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland.

Adam Toth (A)

Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland.

Mark Campbell (M)

Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, Castletroy, Limerick, Ireland.

Classifications MeSH