Topic: Benefits of Therapy Games and Commercial Video Games (CVGs) in Treating Depression, Anxiety, and PTSD
By Dr. Habiba Maruf
Introduction
Many areas of public health have been impacted by the COVID-19 outbreak. In a January 2021 study, more than 40% of adults in the United States reported more than 11% of depression or anxiety symptoms in the first half of 2019 (Noda et al., 2019). The percentage of pediatric emergency department visits related to mental health is also increasing. In addition, the death rate from substance abuse and drug overdose is rising. The evidence of new reports continues to mount. Commercial video games (CVG), which are often used for entertainment, can help reduce depression and anxiety. CVG tends to be cheaper and more accessible than traditional mental health services. This allows more people to receive basic care. In addition, results from multiple randomized controlled trials show that playing traditional board games can be more effective than normal. It can help reduce cognitive function and improve depression. For many, social interaction has been reduced due to the pandemic (Kowal et al., 2021). Video games and board games help to engage people socially with others both in-person and remotely through the internet, teleconferencing such as Zoom, Microsoft Teams, Skype, or social media sites like Facebook or Twitch. Therapy games and CVGs have also been shown to help with other health issues and pain management.
Research on Mental Health linked with Video Games
Depending on the complexity of the game, you may need to think fast, strategize and analyze. Video games work deeply in the brain and improve developmental skills and critical thinking. Games will help you recover from injuries. Video games can distract from pain and wounds. Video games are also useful for people with mental problems such as anxiety, depression, ADHD, and post-traumatic stress disorder (PTSD). Multiplayer and online games are ideal for virtual social interactions. It is also a low-risk environment for people to talk to and build relationships with new people. Playing video games will make you feel better and the effects will last longer, whether people use games to spend time with friends or to relieve stress. It is a good choice. Studies have found evidence that video games can help relieve symptoms of depression, such as feeling guilt, fatigue, insomnia, restlessness, overreacting, and suicidal thoughts (Noda et al., 2019; Kowal et al., 2021). "Minecraft" and "Animal Crossing: New Horizons" video games also strengthen social connections and reduce loneliness.
Some video games also have mood-setting features. Teenagers who play “Mario Kart” have better emotional coordination skills than their non-playing peers. Video games can also be used as a mood stabilizer to reduce brooding and even stimulate happiness. Studies reviewed by researchers have also shown that video games can help control and treat anxiety (Kowal et al., 2021; Noda et al., 2019). Horoscopes four times a week for at least 30 minutes gave better mental health results than drugs. Some trials have shown that video games such as "Max and Magic Markers" can help prevent anxiety in children.
Therapy Games vs. Commercial Video Games (CVGs)
In general, researchers have found that over-the-counter video games (usually for entertainment purposes) are as effective in providing mental health benefits as video games designed for medical purposes (Noda et al., 2019; Griffiths et al., 2017). This can be explained, at least in part, by people's desire to play commercial video games. An important feature of the game is voluntary play. Studies have repeatedly examined the importance of the drivers behind effective behavior change (Kowal et al., 2021; Noda et al., 2019; Griffiths et al., 2017). It is not the result of customizing the game itself. The game offers different gameplay, basic mechanics, and challenges. Like most CVGs, the main task focuses on player’s cognitive abilities and brain functions in intense games. This includes strategic elements for advanced gameplay such as "Plants vs. Zombies." There are these complex elements that extend the gameplay beyond the first few hours of gameplay. The range of exercise planning and cognition indicates that it is not the specific playstyle or skill required by the player that has a positive effect. This may suggest that a combination of physical challenges, cognition, and participation can be linked to benefits a player in CVGs. This is coupled with obvious rewards for the collective achievements of these games.
Various studies searched for the benefits of using commercial video games in depression, anxiety, schizophrenia, cancer, and PSTD. Noda et al. (2019) demonstrated the psychotherapy benefits of some commercial video games such as strategy, sports games, miscellaneous, simulation games, RPGs, shooters, and action games. Medical professionals recently used commercialized video games to combat depression, anxiety, and PTSD during the COVID-19 outbreak. The next section focuses on the more recent potential of commercial video games to alleviate the two most prevalent mental illness-related symptoms in the general population: anxiety, depression, and post-traumatic stress disorder.
It is noted that CVGs bring joy, happiness, and positive emotions. According to Kowal et al. (2021) research, the game's achievements and challenges allow Team Fortress 2 to induce positive emotions after the game and the benefits of these emotions will be given to players of all skill levels, art therapy, which uses visual creativity to focus on creativity, a symbol of color and shape and to explore and express personal feelings. It can infiltrate commercial video games that are good for people with depression. A well-designed gaming environment with customized soundtracks serves as a safe environment to examine and interpret the emotional states generated by the game's graphics. These attributes correlate with the playability of commercial video games such as Flower, Limbo, and Journey. The researcher noted that Limbo improved depressive mood outcomes.
Care access expanded by video games
In addition to revealing the therapeutic benefits of over-the-counter video games, the report also found that these games provide coveted mental health support. The authors state that playing video games is common between the ages of 18 and 54 and has serious mental health problems. Accepting more emotional benefits from video games will help break down the stigma of gaming and mental illness. Access to video games also frees itself from many barriers that prevent people from receiving traditional mental health care. Video games can provide greater access to complementary therapies. They can play at home at any time. Unlike traditional care, this is rare and can be very expensive.
Psychological well-being treatment choices frequently feature the job of investment in the recuperating system. This frequently diminishes the degree of uneasiness and stress-related indications. Griffiths et al. (2017) propose that offering a choice to look over among numerous famous computer game choices might be significant in advancing autonomy. In this manner, it can build the positive result of intercessions utilizing business computer games with so many business computer games (more than 1 million) and distinctive dispersion strategies (PC, telephones, tablets, consoles, VR) available. It is a great place for processors and researchers to review different products. It is an opportunity; therefore, further research should examine the justification for the psychological comfort effects of video games. More and more research is being done to study the impact of commercial video games on mental health in a variety of situations. However, future work must focus on diverse and different populations. With the prevalence of mental health disorders, all age groups can find ready-to-play video games that suit their age-related needs, preferences, and needs.
Conclusion
It is concluded that there is no one-size-fits-all solution for all mental health problems. Additionally, as the most common mental health disorders become more prevalent and contribute to loss of both health and function, as CVG becomes more prevalent, different treatment options should be considered. There are reports that the game is played for a variety of reasons, including stress relief and relaxation. According to one study, healthcare professionals may consider prescription CVG gambling regimens to complement existing medications and other treatment options. This is especially helpful for those who want additional support or are awaiting treatment.
References
Griffiths, M. D., Kuss, D. J., & de Gortari, A. B. O. (2017). Videogames as therapy: an updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71-96.
Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A., & Campbell, M. (2021). Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games. JMIR Serious Games, 9(2), e26575.
Noda, S., Shirotsuki, K., & Nakao, M. (2019). The effectiveness of intervention with board games: a systematic review. BioPsychoSocial medicine, 13(1), 1-21.
By Dr. Habiba Maruf
Introduction
Many areas of public health have been impacted by the COVID-19 outbreak. In a January 2021 study, more than 40% of adults in the United States reported more than 11% of depression or anxiety symptoms in the first half of 2019 (Noda et al., 2019). The percentage of pediatric emergency department visits related to mental health is also increasing. In addition, the death rate from substance abuse and drug overdose is rising. The evidence of new reports continues to mount. Commercial video games (CVG), which are often used for entertainment, can help reduce depression and anxiety. CVG tends to be cheaper and more accessible than traditional mental health services. This allows more people to receive basic care. In addition, results from multiple randomized controlled trials show that playing traditional board games can be more effective than normal. It can help reduce cognitive function and improve depression. For many, social interaction has been reduced due to the pandemic (Kowal et al., 2021). Video games and board games help to engage people socially with others both in-person and remotely through the internet, teleconferencing such as Zoom, Microsoft Teams, Skype, or social media sites like Facebook or Twitch. Therapy games and CVGs have also been shown to help with other health issues and pain management.
Research on Mental Health linked with Video Games
Depending on the complexity of the game, you may need to think fast, strategize and analyze. Video games work deeply in the brain and improve developmental skills and critical thinking. Games will help you recover from injuries. Video games can distract from pain and wounds. Video games are also useful for people with mental problems such as anxiety, depression, ADHD, and post-traumatic stress disorder (PTSD). Multiplayer and online games are ideal for virtual social interactions. It is also a low-risk environment for people to talk to and build relationships with new people. Playing video games will make you feel better and the effects will last longer, whether people use games to spend time with friends or to relieve stress. It is a good choice. Studies have found evidence that video games can help relieve symptoms of depression, such as feeling guilt, fatigue, insomnia, restlessness, overreacting, and suicidal thoughts (Noda et al., 2019; Kowal et al., 2021). "Minecraft" and "Animal Crossing: New Horizons" video games also strengthen social connections and reduce loneliness.
Some video games also have mood-setting features. Teenagers who play “Mario Kart” have better emotional coordination skills than their non-playing peers. Video games can also be used as a mood stabilizer to reduce brooding and even stimulate happiness. Studies reviewed by researchers have also shown that video games can help control and treat anxiety (Kowal et al., 2021; Noda et al., 2019). Horoscopes four times a week for at least 30 minutes gave better mental health results than drugs. Some trials have shown that video games such as "Max and Magic Markers" can help prevent anxiety in children.
Therapy Games vs. Commercial Video Games (CVGs)
In general, researchers have found that over-the-counter video games (usually for entertainment purposes) are as effective in providing mental health benefits as video games designed for medical purposes (Noda et al., 2019; Griffiths et al., 2017). This can be explained, at least in part, by people's desire to play commercial video games. An important feature of the game is voluntary play. Studies have repeatedly examined the importance of the drivers behind effective behavior change (Kowal et al., 2021; Noda et al., 2019; Griffiths et al., 2017). It is not the result of customizing the game itself. The game offers different gameplay, basic mechanics, and challenges. Like most CVGs, the main task focuses on player’s cognitive abilities and brain functions in intense games. This includes strategic elements for advanced gameplay such as "Plants vs. Zombies." There are these complex elements that extend the gameplay beyond the first few hours of gameplay. The range of exercise planning and cognition indicates that it is not the specific playstyle or skill required by the player that has a positive effect. This may suggest that a combination of physical challenges, cognition, and participation can be linked to benefits a player in CVGs. This is coupled with obvious rewards for the collective achievements of these games.
Various studies searched for the benefits of using commercial video games in depression, anxiety, schizophrenia, cancer, and PSTD. Noda et al. (2019) demonstrated the psychotherapy benefits of some commercial video games such as strategy, sports games, miscellaneous, simulation games, RPGs, shooters, and action games. Medical professionals recently used commercialized video games to combat depression, anxiety, and PTSD during the COVID-19 outbreak. The next section focuses on the more recent potential of commercial video games to alleviate the two most prevalent mental illness-related symptoms in the general population: anxiety, depression, and post-traumatic stress disorder.
It is noted that CVGs bring joy, happiness, and positive emotions. According to Kowal et al. (2021) research, the game's achievements and challenges allow Team Fortress 2 to induce positive emotions after the game and the benefits of these emotions will be given to players of all skill levels, art therapy, which uses visual creativity to focus on creativity, a symbol of color and shape and to explore and express personal feelings. It can infiltrate commercial video games that are good for people with depression. A well-designed gaming environment with customized soundtracks serves as a safe environment to examine and interpret the emotional states generated by the game's graphics. These attributes correlate with the playability of commercial video games such as Flower, Limbo, and Journey. The researcher noted that Limbo improved depressive mood outcomes.
Care access expanded by video games
In addition to revealing the therapeutic benefits of over-the-counter video games, the report also found that these games provide coveted mental health support. The authors state that playing video games is common between the ages of 18 and 54 and has serious mental health problems. Accepting more emotional benefits from video games will help break down the stigma of gaming and mental illness. Access to video games also frees itself from many barriers that prevent people from receiving traditional mental health care. Video games can provide greater access to complementary therapies. They can play at home at any time. Unlike traditional care, this is rare and can be very expensive.
Psychological well-being treatment choices frequently feature the job of investment in the recuperating system. This frequently diminishes the degree of uneasiness and stress-related indications. Griffiths et al. (2017) propose that offering a choice to look over among numerous famous computer game choices might be significant in advancing autonomy. In this manner, it can build the positive result of intercessions utilizing business computer games with so many business computer games (more than 1 million) and distinctive dispersion strategies (PC, telephones, tablets, consoles, VR) available. It is a great place for processors and researchers to review different products. It is an opportunity; therefore, further research should examine the justification for the psychological comfort effects of video games. More and more research is being done to study the impact of commercial video games on mental health in a variety of situations. However, future work must focus on diverse and different populations. With the prevalence of mental health disorders, all age groups can find ready-to-play video games that suit their age-related needs, preferences, and needs.
Conclusion
It is concluded that there is no one-size-fits-all solution for all mental health problems. Additionally, as the most common mental health disorders become more prevalent and contribute to loss of both health and function, as CVG becomes more prevalent, different treatment options should be considered. There are reports that the game is played for a variety of reasons, including stress relief and relaxation. According to one study, healthcare professionals may consider prescription CVG gambling regimens to complement existing medications and other treatment options. This is especially helpful for those who want additional support or are awaiting treatment.
References
Griffiths, M. D., Kuss, D. J., & de Gortari, A. B. O. (2017). Videogames as therapy: an updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71-96.
Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A., & Campbell, M. (2021). Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games. JMIR Serious Games, 9(2), e26575.
Noda, S., Shirotsuki, K., & Nakao, M. (2019). The effectiveness of intervention with board games: a systematic review. BioPsychoSocial medicine, 13(1), 1-21.
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