Published on in Vol 9 , No 2 (2021) :Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/26575, first published .
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games

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

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

Journals

  1. Toth A, Frank C, Putrino D, Campbell M. Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives. Frontiers in Psychology 2021;12 View
  2. Skripkauskaite S, Fazel M. Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis. JMIR Pediatrics and Parenting 2022;5(4):e41480 View
  3. Hazel J, Kim H, Every-Palmer S. Exploring the possible mental health and wellbeing benefits of video games for adult players: A cross-sectional study. Australasian Psychiatry 2022;30(4):541 View
  4. David Bowman N, Chang C. Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis. Entertainment Computing 2023;45:100546 View
  5. Balcombe L, De Leo D. Human-Computer Interaction in Digital Mental Health. Informatics 2022;9(1):14 View
  6. Ortiz de Gortari A. Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena. Entertainment Computing 2023;44:100530 View
  7. Niu G, Jin S, Xu F, Lin S, Zhou Z, Longobardi C. Relational Victimization and Video Game Addiction among Female College Students during COVID-19 Pandemic: The Roles of Social Anxiety and Parasocial Relationship. International Journal of Environmental Research and Public Health 2022;19(24):16909 View
  8. Li X, Zheng M, Zhang Y, Wang Y, Nie L, Yuan Y, Qian T, Ku Y. Music-based casual video game training alleviates symptoms of subthreshold depression. Frontiers in Public Health 2022;10 View
  9. Wang H, Cheng C. The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis. JMIR Mental Health 2022;9(2):e23700 View
  10. Chitale V, Baghaei N, Playne D, Liang H, Zhao Y, Erensoy A, Ahmad Y. The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping Review. Games for Health Journal 2022;11(6):341 View
  11. Ayobi A, Eardley R, Soubutts E, Gooberman-Hill R, Craddock I, O'Kane A. Digital Mental Health and Social Connectedness. Proceedings of the ACM on Human-Computer Interaction 2022;6(CSCW2):1 View
  12. Barnes S, Chandler T, Granda-Salazar M. Help over harm: practical and ethical considerations for the evaluation and deployment of therapeutic games. Mental Health and Social Inclusion 2023;27(2):133 View
  13. Türkay S, Lin A, Johnson D, Formosa J. Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions. Behaviour & Information Technology 2022:1 View
  14. Wilkins L, Dowsett R, Zaborski Z, Scoles L, Allen P. Exploring the mental health of individuals who play fantasy football. Human Behavior and Emerging Technologies 2021;3(5):1004 View
  15. Xiong N, Ren P, Sun B, He S, Jiang L, Cui H. Influence of incentive mechanism and fit degree on user’s environmental behavior—Taking Alipay “Ant Forest” in China as an example. Frontiers in Psychology 2022;13 View
  16. Almeqbaali M, Ouhbi S, Serhani M, Amiri L, Jan R, Zaki N, Sharaf A, Al Helali A, Almheiri E. A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study. JMIR Serious Games 2022;10(3):e36936 View
  17. De Rosa O, Conte F, D’Onofrio P, Malloggi S, Alterio A, Rescott M, Giganti F, Ficca G. Habitual Videogame Playing Does Not Compromise Subjective Sleep Quality and Is Associated with Improved Daytime Functioning. Brain Sciences 2023;13(2):279 View
  18. Afi F, Ouiddad S. Consumer engagement in value co-creation within virtual video game communities. Management & Marketing. Challenges for the Knowledge Society 2021;16(4):370 View
  19. Bonnevie E, Paczkowski M, Barth C, Janzen T, Wartella E, Smyser J. A Collaboration Between Health Care and Esports to Impact Youth Mental Health and Wellness: Evaluating the Presence of Mind Initiative. NEJM Catalyst 2022;3(6) View
  20. McKenna J, Wang Y, Williams C, McGregor K, Boskey E. “You can’t be deadnamed in a video game”: Transgender and gender diverse adolescents’ use of video game avatar creation for gender-affirmation and exploration. Journal of LGBT Youth 2022:1 View
  21. Merino-Campos C, del-Castillo H, Pascual-Gómez I. Enhancing adolescent reasoning skills through a video game program. Education and Information Technologies 2023 View
  22. Bowman N, Chang C. Covariation Among Gaming Motivations is Correlated with Anxiety and Sociality a Latent Class Analysis. SSRN Electronic Journal 2022 View
  23. Klimczyk P. What is the post-game depression? A narrative inquiry. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2023;17(2) View
  24. Merino-Campos C, del-Castillo H, Pascual-Gómez I. Exploring the efficacy of video game training in developing adolescent reasoning abilities. Behaviour & Information Technology 2023:1 View
  25. Ghosh A, Agnihotri J, Bhalotia S, Sati B, Agarwal L, A A, Tandon S, Meena K, Raj S, Azad Y, Gupta S, Gupta N. Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study. JMIR Serious Games 2023;11:e37105 View
  26. Ma D, Kuang Y, Lan Z, Zeng S, Li Y, Shang M, Zhang R, Zhao B, Li W. The rapid change in mental health among college students after introduction of on-campus quarantine during the 2022 Shanghai COVID-19 lockdown. Frontiers in Public Health 2023;11 View

Books/Policy Documents

  1. Sánchez-Sánchez A, Orozco-del-Castillo M, Castillo-Atoche A. Telematics and Computing. View
  2. Fashoro I, Ncube S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
  3. Bediou B, Wac K. Encyclopedia of Child and Adolescent Health. View