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Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

BACKGROUND: Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphas...

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Detalles Bibliográficos
Autores principales: Pallavicini, Federica, Pepe, Alessandro, Mantovani, Fabrizia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8406113/
https://www.ncbi.nlm.nih.gov/pubmed/34398795
http://dx.doi.org/10.2196/28150
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author Pallavicini, Federica
Pepe, Alessandro
Mantovani, Fabrizia
author_facet Pallavicini, Federica
Pepe, Alessandro
Mantovani, Fabrizia
author_sort Pallavicini, Federica
collection PubMed
description BACKGROUND: Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. OBJECTIVE: The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). METHODS: A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. RESULTS: A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. CONCLUSIONS: Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. TRIAL REGISTRATION: International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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spelling pubmed-84061132021-09-14 Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review Pallavicini, Federica Pepe, Alessandro Mantovani, Fabrizia JMIR Ment Health Review BACKGROUND: Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. OBJECTIVE: The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). METHODS: A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. RESULTS: A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. CONCLUSIONS: Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. TRIAL REGISTRATION: International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081 JMIR Publications 2021-08-16 /pmc/articles/PMC8406113/ /pubmed/34398795 http://dx.doi.org/10.2196/28150 Text en ©Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani. Originally published in JMIR Mental Health (https://mental.jmir.org), 16.08.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on https://mental.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Review
Pallavicini, Federica
Pepe, Alessandro
Mantovani, Fabrizia
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
title Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
title_full Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
title_fullStr Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
title_full_unstemmed Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
title_short Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
title_sort commercial off-the-shelf video games for reducing stress and anxiety: systematic review
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8406113/
https://www.ncbi.nlm.nih.gov/pubmed/34398795
http://dx.doi.org/10.2196/28150
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