Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Commercial video games as a resource for mental health

A systematic literature review

Bibliographic Data

ID21452401
AuthorsArianna Boldi (0000-0002-2825-3443, Department of psychology, University of Torino, Torino, Italy, corresponding author), Amon Rapp (0000-0003-3855-9961, Computer Science Department, University of Torino, Torino, Italy)
Year2022
Volume41
Issue12
Pages2654-2690
Publication date2022-09-10
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueBehaviour and Information Technology (JOURNAL)
Journal identifiersISSN: 0144-929X • E-ISSN: 1362-3001
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0144929x.2021.1943524
OpenAlexW3182576750
LanguageEN
Citations received8
References cited137

Game-based interventions have been gradually and successfully implemented in the mental health domain given the games’ ability to positively affect a variety of mental health conditions. To this aim, scholars have recently discovered the usefulness of Commercial Off-the-Shelf (COTS) video games, due to their increasing popularity, availability, and cost effectiveness. Nevertheless, key aspects of this line of research have not emerged yet, since a comprehensive overview of how commercial video games impact on different mental disorders is still missing. In this article, we present a systematic literature review of recent research that focuses on the usage of commercial video games in mental health. We analyse 39 papers and map the relevant themes that are recurrent in the last ten years of research, offering a detailed understanding of the methodological approaches that were used, the results obtained, the main disorders addressed, and the video game genres exploited. On the basis of these findings, we highlight open issues in current work and point out a variety of research opportunities that could be tackled in future years, like the need of conducting more field and longitudinal studies, the necessity of developing the design knowledge, and the possibility of connecting research with clinical practice

Field (mathematics) · MEDLINE · Mental health · Multimedia · Political science · Popularity · Psychiatry · Psychological intervention · Resource (disambiguation) · Systematic review · Variety (cybernetics) · Video game · Applied Psychology · Computer Science · Digital Mental Health Interventions · Impact of Technology on Adolescents · Mental Health Research Topics · Psychology · Social Psychology

  • College Student Video Gaming

    Open Access•Ishan N Vengurlekar, Koushik R Thudi•Psychological Reports•2023

  • Mental Health Help-Seeking Behavior of Male Video Game Players

    Open Access•Emma L van der Schyff, Krestina L Amon et al.•Cyberpsychology Behavior and…•2023

  • Executive functions are modulated by the context of dual language use

    Open Access•Najla Alrwaita, Carmel Houston‐price et al.•Bilingualism Language and Cognition•2024

  • Adaptive persuasive games

    Open Access•Sabrina Villata, Federica Cena et al.•International Journal of…•2026

  • Making sense of the pandemic

    Open Access•Arianna Boldi, Amon Rapp•International Journal of…•2023

  • The association between video game play and cognitive ability

    Open Access•Rumei Zhao, Kunzhen Pang et al.•Acta Psychologica•2026

  • Playing during a crisis

    Arianna Boldi, Amon Rapp et al.•Human-Computer Interaction•2022

  • Gaming and mental health among Ukraine university students in wartime conditions

    Open Access•Ami Reznik, Alexander Reznik et al.•Journal of Human Behavior in the…•2026

  • Toys and reasons

    Erik H Erikson•Toys and reasons•1977

  • Diagnostic and Statistical Manual of Mental Disorders

    American Psychiatric Association American Psychiatric Association, Ewer Ewer•Diagnostic And Statistical Manual…•2013

  • From game design elements to gamefulness

    Open Access•Sebastian Deterding, Dan Dixon et al.•Proceedings of the 15th…•2011

  • The Discovery of Grounded Theory

    Barney G Glaser, Anselm L Strauss•Discovery of Grounded Theory•2017

  • The Sage Handbook of Action Research

    Peter Reason, Hilary Bradbury•The Sage Handbook of Action…•2008

  • Design Features of Embodied Conversational Agents in eHealth

    Open Access•Silke ter Stal, Lean L Kramer et al.•International Journal of…•2020

  • Short video game play improves executive function in the oldest old living in residential care

    Open Access•Alex McCord, Bernadine Cocks et al.•Computers in Human Behavior•2020

  • ‘It’s like the gold rush’

    Mark R Johnson, Jamie Woodcock•Information Communication & Society•2019

  • Genre and game studies

    Open Access•Thomas H Apperley, Thomas Apperley•Simulation & Gaming•2006

  • Technologically altered reality inside the therapist's office

    John Rosegrant•Psychoanalytic Psychology•2012

  • Online Video Game Therapy for Mental Health Concerns

    Open Access•Nathan Wilkinson, Rebecca P Ang et al.•International Journal of Social…•2008

  • Innovative projects earning psychologists spots on hospital health care teams

    Clay Mickel•American Psychologist•1982

  • Serious Games and Gamification for Mental Health

    Open Access•Theresa Fleming, Lynda Bavin et al.•Frontiers in Psychiatry•2017

  • Handcrafted gameworlds

    Open Access•Joel Schneier, Nicholas Taylor•New Media & Society•2018

  • Exploring the ‘active mechanisms’ for engaging rural-dwelling older men with dementia in a community technological initiative

    Open Access•Benjamin Hicks, Ben Hicks et al.•Ageing and Society•2020

  • New frontiers in futures games

    Open Access•Joost Vervoort•Futures•2019

  • Exergaming immediately enhances children's executive function

    John R Best•Developmental Psychology•2012

  • The International Journal of Psychoanalysis

    Open Access•Dana Birksted‐Breen, R Michels•The International Journal of…•2007

  • Connection, meaning, and distraction

    Open Access•Mary C Carras, Anna Kalbarczyk et al.•Social Science & Medicine•2018

  • Precise minds in uncertain worlds

    Sander Van De Cruy, Kris Evers et al.•Psychological Review•2014

  • The benefits of playing video games

    Isabela Granic, Adam Lobel et al.•American Psychologist•2013

  • Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills

    Open Access•Benoit Bediou, Deanne Adams et al.•Psychological Bulletin•2018

  • Does Digital Gaming Enable Healthy Aging for Community-Dwelling People With Dementia

    Open Access•Clare Cutler, Benjamin Hicks et al.•Games and Culture•2016

  • Why Video Game Genres Fail

    Open Access•Rachel Ivy Clarke, J H Lee et al.•Games and Culture•2017

  • Of Mods and Modders

    Open Access•Hector Postigo•Games and Culture•2007

Unique citing works8
Citations per year2
Citation span2022 - 2026 (5)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 7

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae