Commercial video games as a resource for mental health
A systematic literature review
Bibliographic Data
| ID | 21452401 |
|---|---|
| Authors | Arianna 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) |
| Year | 2022 |
| Volume | 41 |
| Issue | 12 |
| Pages | 2654-2690 |
| Publication date | 2022-09-10 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Behaviour and Information Technology (JOURNAL) |
| Journal identifiers | ISSN: 0144-929X • E-ISSN: 1362-3001 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/0144929x.2021.1943524 |
| OpenAlex | W3182576750 |
| Language | EN |
| Citations received | 8 |
| References cited | 137 |
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
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Of Mods and Modders
| Unique citing works | 8 |
|---|---|
| Citations per year | 2 |
| Citation span | 2022 - 2026 (5) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 7 |