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Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study
OBJECTIVE: There is mixed evidence on the psychological effects of video games. While excessive use can be harmful, moderate use can have emotional, psychological and social benefits, with games successfully used in treating anxiety and depression. More data are required to understand how and for wh...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9749564/ https://www.ncbi.nlm.nih.gov/pubmed/35603464 http://dx.doi.org/10.1177/10398562221103081 |
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author | Hazel, Jennifer Kim, Hyun Min Every-Palmer, Susanna |
author_facet | Hazel, Jennifer Kim, Hyun Min Every-Palmer, Susanna |
author_sort | Hazel, Jennifer |
collection | PubMed |
description | OBJECTIVE: There is mixed evidence on the psychological effects of video games. While excessive use can be harmful, moderate use can have emotional, psychological and social benefits, with games successfully used in treating anxiety and depression. More data are required to understand how and for whom these benefits occur. This paper aims to identify correlations between video game genre, player demographics, wellbeing, and the in-play psychological processes for adult players. METHOD: Adult gamers (n = 2107) completed an anonymous cross-sectional survey canvassing play style, genre, perception of psychological impact and mechanisms (wellbeing, self-determination and flow). A multivariate multiple regression model explored correlations. RESULTS: 88.4% of participants experienced emotional benefits from gaming, with stronger benefits experienced by younger players in all categories. The genres most strongly correlated with psychological benefits were music games, role-playing games and survival horror games. Multiplayer online battle arena games had lower scores for psychological and emotional wellbeing. CONCLUSIONS: Certain genres have stronger correlations with beneficial mechanisms, while some may be detrimental to players. These results may guide experimental studies to measure the directionality and strength of these correlations and can also impact practical aspects in development of therapeutic games to treat mental distress. |
format | Online Article Text |
id | pubmed-9749564 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-97495642022-12-15 Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study Hazel, Jennifer Kim, Hyun Min Every-Palmer, Susanna Australas Psychiatry Scholarly Project OBJECTIVE: There is mixed evidence on the psychological effects of video games. While excessive use can be harmful, moderate use can have emotional, psychological and social benefits, with games successfully used in treating anxiety and depression. More data are required to understand how and for whom these benefits occur. This paper aims to identify correlations between video game genre, player demographics, wellbeing, and the in-play psychological processes for adult players. METHOD: Adult gamers (n = 2107) completed an anonymous cross-sectional survey canvassing play style, genre, perception of psychological impact and mechanisms (wellbeing, self-determination and flow). A multivariate multiple regression model explored correlations. RESULTS: 88.4% of participants experienced emotional benefits from gaming, with stronger benefits experienced by younger players in all categories. The genres most strongly correlated with psychological benefits were music games, role-playing games and survival horror games. Multiplayer online battle arena games had lower scores for psychological and emotional wellbeing. CONCLUSIONS: Certain genres have stronger correlations with beneficial mechanisms, while some may be detrimental to players. These results may guide experimental studies to measure the directionality and strength of these correlations and can also impact practical aspects in development of therapeutic games to treat mental distress. SAGE Publications 2022-05-22 2022-08 /pmc/articles/PMC9749564/ /pubmed/35603464 http://dx.doi.org/10.1177/10398562221103081 Text en © The Royal Australian and New Zealand College of Psychiatrists 2022 https://creativecommons.org/licenses/by-nc/4.0/This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Scholarly Project Hazel, Jennifer Kim, Hyun Min Every-Palmer, Susanna Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study |
title | Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study |
title_full | Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study |
title_fullStr | Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study |
title_full_unstemmed | Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study |
title_short | Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study |
title_sort | exploring the possible mental health and wellbeing benefits of video games for adult players: a cross-sectional study |
topic | Scholarly Project |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9749564/ https://www.ncbi.nlm.nih.gov/pubmed/35603464 http://dx.doi.org/10.1177/10398562221103081 |
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