Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
The relationship between the constructs of perceived control and symptoms of mood disorders has been demonstrated. The current study evaluates cultural values both as an individual difference moderating variable and as one of the mechanisms through which the association between perceived control and mood disturbances may operate. The hypotheses were examined with a sample of 615 participants recruited in Saudi Arabia. Participants completed measures of perceived control, individualism and collectivism, and symptoms of depression and bipolar disorder. In general, the results supported a model in which higher levels of perceived control promote a less symptomatic mood state. In most cases, cultural values positively mediated the relationship between perceived control and mood disturbance with lower symptom levels predicted. However, when the components of perceived control were examined separately, high perceived mastery together with highly individualistic values predicted higher levels of bipolar symptoms. In this sample, there was less evidence of cultural values moderating the control–mood disturbance relationship. Only one moderator relationship was identified, which showed low control linking to higher symptom levels only in those who disagreed with individualistic values. Overall, our data are in agreement with the notion that pre-existing cultural values have an important effect on mood disorder symptoms.
Depression rates have increased significantly since the onset of the COVID-19 pandemic, with a number of factors implicated in this increase, including stress, fear, social isolation and the psychological impact of public health restrictions. The main purpose of the current cross-sectional survey study was to examine the relationship between the experience of public health restrictions, the sense of control and depression, both during and after restrictions were lifted. A survey methodology was chosen, with data collected in the Republic of Ireland at two time points (January 2022 and May 2022). Time 1 participants (n = 314) were invited to repeat the measures 5 months later, with 172 agreeing to be recontacted, and 47 participants completing all measures at two time points. Findings showed that both the sense of control, in relation to perceived constraints, w = 0.43, and the experience of restrictions, w = 0.14, predicted depression at Time 1. Participants were less likely to be depressed at Time 2 and had a stronger sense of control. The Time 1 sense of control through perceived constraints predicted depression at Time 2, w = 0.45. Overall, these data show that public health restrictions and the sense of control are linked and that the sense of control has a powerful and long-lasting effect on depression status in restricted conditions, even once these have been lifted.
As social video games are increasing in popularity, it is important to understand how this can impact an individual’s social well-being, particularly during the COVID-19 crisis. We focus here on how the relationship one has with those they play video games with relates to social well-being. We further applied the self-determination theory to determine what role, if any, autonomy, competence, and relatedness play in this relationship. Results indicate that playing with ‘known others’ predicts the highest levels of social well-being when compared to playing with online acquaintances. Further, autonomy, competence, and relatedness all predict high levels of social well-being and mediate the relation between a player’s relationship to other players and social well-being. This suggests that social video gaming is beneficially linked to social well-being, but only when played with others with whom the gamer has a known relationship. Implications and future research are also discussed.
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