175,038 research outputs found

    Platfrom Video Game sebagai Media Terapeutik

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    This study attempts to use video games therapeutically, which can be used as a rationale for developing and utilizing video games as a therapeutic medium. This research method uses the PRISMA approach using the keywords "video game" and "teenagers," "mental health," and "intervention" in the Scopus electronic database, google scholar, Science Direct and Pubmed with a range of years 2018 to 2022. Based on the research results, they have identified the definition of video games along with their platforms and the use of video games to improve mental health for humans of all ages, especially adolescents. It is proven that improving the physical condition of older adults can involve the role of video games as a medium in them. In conclusion, thus, the study of the development and use of video games is urgent to help improve human health status. Keywords: Adolescent Mental Health, Therapeutic Media, Video Game

    The Potential of Serious Games as Mental Health Treatment

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    Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare settings. This paper proposes a simple taxonomy for serious games that function as mental health treatment: 1) Informative Game Playing; 2) Therapeutic Game Designing; and 3) Therapeutic Game Playing. These three categories are explained and examples of games from each category are included, as well as corresponding research when applicable. The process of elaborating on this taxonomy elucidates the capabilities of serious games and also emphasizes areas for design improvement as well as further clinical research. Several controversies and unresolved issues surrounding video game research are discussed. Keywords: video game, art therapy, serious game, gamification, mental health, mental disorder, treatment, games for health, games for chang

    Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games

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    Background: One of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders. Aims: This study aims to analyse the usefulness of applying a serious game developed for the purpose of raising awareness among students about mental health problems and analyse whether its usefulness can be influenced by the type of video games or the time that students usually devote to playing with this type of entertainment. Method: The serious game introduces four characters who display the symptoms of different psychological disorders. A total of 530 students participated in the study, 412 of whom comprised the experimental group and 118 the control group, 291 came from secondary school classes and 239 were university students. Results: The findings show that this serious game significantly reduced total stigma among students. Variables like time habitually spent playing video games or video game preference had no bearing on the results. Conclusion: Our findings suggest that the serious game is an appropriated tool to reduce stigma, both in high school and university students, independently of the type of video games that young people usually play, or time spent playing video games

    Mental Health, Illness, Crunch, and Burnout: Discourses in Video Games Culture

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    This study investigates how video games culture addresses mental health and illness. Through a discourse analysis of eighty-three articles from four popular video games news websites, this paper describes the primary conceptions of mental health and illness as created in games culture. The study also targets how the news articles address the notions of burnout and crunch time in the games industry and how they relate to mental health and illness. The findings reveal seven thematic categories for how games journalism discourses address mental health and illness, with over half of the articles showcasing issues of game character portrayals. Only seven of the articles described burnout and crunch time as being related to issues of mental health and illness. An analysis of the findings suggests an overemphasis on both celebrating and critiquing video game portrayals of mental illness and an under-emphasis on advocacy and work-related issues in the games industry

    Mental Health in 3D: A Dimensional Model of Mental Illness Representation in Digital Games

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    There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area

    PLAYING WITH VIDEO GAMES: GOING TO A NEW ADDICTION?

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    Nowadays, with the development and diffusion of modern technologies and Internet, the use of video games as a pastime is growing, both online and non-networked. Traditional games are increasingly outdated by video games, and players of all ages are growing. With this research, we have been asked how much video games, seemingly pleasant and innocent pastimes, can become a problem for players, to the detriment of their health and to create new addiction. A review of the literature over the last two decades has been carried out in PubMed, Medline, on video game addiction and IGD, and books and newspaper articles have been cited online. The frequent and protracted use of video games with serious personal, family and social consequences is no longer just a pleasant pastime and could lead to mental and physical health problems. Although there is no official recognition of video game addiction on the Internet as a mild mental health disorder, further scientific research is neede

    Nerf This! Navigating the Accessibility and Inclusivity of Video Games Through Expressive Arts Therapies: A Literature Review

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    This thesis explores the accessibility of video games to populations with disabilities, as well as the inclusivity of video game design, and how the application of expressive arts therapy (ExAT) can benefit in processing and navigating difficult feelings that may arise for a gamer in the video game community. Video games have evolved immensely since first being introduced in the 1970-s and come a long way to accommodate a diverse set of people, yet video games are still marketed toward and for ableist populations. This paper reviews literature on the limitations of video games for the player as well as the toxic nature of the gaming community and the benefits of video games on mental wellbeing. It also examines shared personal experiences with colleagues and my own lived experience of physical and mental limitations with video games. Findings suggest that video games can offer positive benefits on social skills and mental health and if they were more accessible to a wider audience, more individuals would be able to experience these benefits. Video games can be used as a therapeutic tool to explore worlds and landscapes that may otherwise be impossible, offer the player to use their senses to explore, play, and find meaning through use of the ETC, and help connect and reconnect relationships

    Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime

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    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery

    Correlates of video games playing among adolescents in an Islamic country

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    <p>Abstract</p> <p>Background</p> <p>No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing.</p> <p>Methods</p> <p>This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing.</p> <p>Results</p> <p>Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively.</p> <p>Conclusion</p> <p>Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore, both children and parents of non-game players should be updated about the positive impact of moderate video gaming. Educational interventions should also be designed to educate adolescents and their parents of the possible harmful impact of excessive video game playing on their health and psychosocial functioning.</p

    Exploring active video games (AVGS) as an intervention promoting wellbeing as it relates to depression

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    Depression and anxiety are the two most common forms of mental illness that affect people in the U.S. Great strides have been made over the years in improving the mental health of persons with these and other forms of mental illness. Although newer medications such as SSRls can greatly enhance one\u27s quality of life, there are lifestyle behaviors such as exercise and meaningful engagement in activities that have also purported similar positive outcomes. A challenge for health care providers is how to motivate mental health patients to change their behaviors, especially considering the apathy and passivity, typically associated with the illness, may have affected one\u27s ability to initiate such activities. A novel approach to encourage physical activity could be the use of active video games (AVGs) such as the Xbox Kinect. The advantages of applying video game technology are that it allows active participation on an inpatient unit, and allows portability once a patient is discharged to the community. In addition; if the movement were also associated with a meaningful activity that provides intrinsic satisfaction, then there would be a greater motivation to continue the behavior beyond the institutional setting. This paper is a summary of related research to the use of active video games in the treatment of people with depression and anxiety. Suggestions for the future application of active video games are also provided
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