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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...

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Autores principales: Hazel, Jennifer, Kim, Hyun Min, Every-Palmer, Susanna
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2022
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.
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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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