Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

被引:59
作者
Pallavicini, Federica [1 ]
Pepe, Alessandro [1 ]
Mantovani, Fabrizia [1 ]
机构
[1] Univ Milano Bicocca, Dept Human Sci Educ Riccardo Massa, Piazza Ateneo Nuovo 1, I-20126 Milan, Italy
关键词
commercial off-the-shelf video games; video games; stress; anxiety; relaxation; POSITIVE EMOTIONS; VIRTUAL-REALITY; PROSOCIAL BEHAVIOR; COMPUTER GAMES; EMPIRICAL-EVIDENCE; DRESSING CHANGES; OLDER-ADULTS; PLAY; EXERGAMES; ONLINE;
D O I
10.2196/28150
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Background: Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective: The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods: A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [("video game*") OR ("computer game*")] AND [("stress") OR ("anxiety") OR ("relaxation")] AND [("study") OR ("trial") OR ("training")]. Results: A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions: Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety.
引用
收藏
页数:19
相关论文
共 159 条
[1]  
Achtman RL, 2008, RESTOR NEUROL NEUROS, V26, P435
[2]   Nintendo Wii™ Versus Xbox Kinect™ for Assisting People With Parkinson's Disease [J].
Alves, Melissa L. M. ;
Mesquita, Beatriz S. ;
Morais, Wenderson S. ;
Leal, Josevan C. ;
Satler, Corina E. ;
dos Santos Mendes, Felipe A. .
PERCEPTUAL AND MOTOR SKILLS, 2018, 125 (03) :546-565
[3]   Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature [J].
Anderson, CA ;
Bushman, BJ .
PSYCHOLOGICAL SCIENCE, 2001, 12 (05) :353-359
[4]   Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review [J].
Anderson, Craig A. ;
Shibuya, Akiko ;
Ihori, Nobuko ;
Swing, Edward L. ;
Bushman, Brad J. ;
Sakamoto, Akira ;
Rothstein, Hannah R. ;
Saleem, Muniba .
PSYCHOLOGICAL BULLETIN, 2010, 136 (02) :151-173
[5]  
[Anonymous], 2018, 2018 ESS FACTS COMP
[6]  
[Anonymous], 2020, 2020 ESS FACTS VID G
[7]   The meaning of the experience of being an online video game player [J].
Arbeau, Kelly ;
Thorpe, Cassandra ;
Stinson, Matthew ;
Budlong, Benjamin ;
Wolff, Jocelyn .
COMPUTERS IN HUMAN BEHAVIOR REPORTS, 2020, 2
[8]   The potential of video games as a pedagogical tool [J].
Ashinoff, Brandon K. .
FRONTIERS IN PSYCHOLOGY, 2014, 5
[9]  
Baniqued PL, 2014, FRONT PSYCHOL, V5, DOI 10.3389/fpsyg.2014.00234
[10]   Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review [J].
Barnes, Steven ;
Prescott, Julie .
JMIR SERIOUS GAMES, 2018, 6 (01)