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Digital Games and Mental Health : a scoping review on gaming disorder in the last decade

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Resumo:As more and more people worldwide play online games, identifying how games can help or harm players' mental health can be helpful for researchers and clinicians developing digital therapies through gaming. This chapter summarizes a scoping review focused on the relationship between digital games and mental health in the last decade. This type of review is designed to provide an overview of the existing evidence base on a particular topic. Of the 115 records selected after the first screening, 21 studies were included according to the inclusion criteria defined by the authors. From this scoping study, it is possible to recommend that even though video games are a real risk for addiction, they can work as digital therapies for psychosocial rehabilitation when administered with precaution in groups with mental disorders such as depression, high levels of anxiety, and ADHD. For this, a rigorous clinical assessment should be conducted that makes appropriate use of gamer typologies and evaluates the individual, emotional, and social factors that impact gamer behavior
Autores principais:Lima, Luciana
Outros Autores:Pinto, Camila; Unterholzner, Anna Rebecca; Gouveia, Patrícia
Assunto:Saúde mental Pandemia Distúrbios Jogos Arte multimédia Arte digital Transmedia
Ano:2022
País:Portugal
Tipo de documento:capítulo de livro
Tipo de acesso:acesso aberto
Instituição associada:Universidade de Lisboa
Idioma:inglês
Origem:Repositório da Universidade de Lisboa
Descrição
Resumo:As more and more people worldwide play online games, identifying how games can help or harm players' mental health can be helpful for researchers and clinicians developing digital therapies through gaming. This chapter summarizes a scoping review focused on the relationship between digital games and mental health in the last decade. This type of review is designed to provide an overview of the existing evidence base on a particular topic. Of the 115 records selected after the first screening, 21 studies were included according to the inclusion criteria defined by the authors. From this scoping study, it is possible to recommend that even though video games are a real risk for addiction, they can work as digital therapies for psychosocial rehabilitation when administered with precaution in groups with mental disorders such as depression, high levels of anxiety, and ADHD. For this, a rigorous clinical assessment should be conducted that makes appropriate use of gamer typologies and evaluates the individual, emotional, and social factors that impact gamer behavior