2021
DOI: 10.2196/28150
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Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Abstract: 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 syste… Show more

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Cited by 55 publications
(54 citation statements)
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References 185 publications
(350 reference statements)
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“…A longitudinal approach to development and design, and greater heterogeneity are required for studies evaluating immersive digital interventions for children ( Davies and Bergin, 2021 ). A systematic review of the use of commercial off-the-shelf video games (i.e., exergames, casual video games, action games, action-adventure games, and augmented reality games used in consoles, PCs, smartphones, mobile consoles, and VR systems) suggested there is effectiveness in reducing stress and anxiety ( Pallavicini et al, 2021 ).…”
Section: Current State Of the Art – Digital Tools And Technologymentioning
confidence: 99%
“…A longitudinal approach to development and design, and greater heterogeneity are required for studies evaluating immersive digital interventions for children ( Davies and Bergin, 2021 ). A systematic review of the use of commercial off-the-shelf video games (i.e., exergames, casual video games, action games, action-adventure games, and augmented reality games used in consoles, PCs, smartphones, mobile consoles, and VR systems) suggested there is effectiveness in reducing stress and anxiety ( Pallavicini et al, 2021 ).…”
Section: Current State Of the Art – Digital Tools And Technologymentioning
confidence: 99%
“…A narrative review [128] and a systematic review [129] found efficacy for stress and anxiety reduction from the use of commercial off-the-shelf video games (i.e., exergames, casual video games, action games, action-adventure games, and augmented reality games used on various gaming platforms, including consoles, personal computers, smartphones, mobile consoles, and virtual reality systems). Although commercial video games have design features that instil a sense of flow [128], the systematic review acknowledged that custom-made games (i.e., for serious purposes like education, training, or behavior modification) better integrate biofeedback techniques for relaxation and are more appropriate for adults in regard to their stress and anxiety responses [129].…”
Section: Immersive Technologiesmentioning
confidence: 99%
“…A narrative review [128] and a systematic review [129] found efficacy for stress and anxiety reduction from the use of commercial off-the-shelf video games (i.e., exergames, casual video games, action games, action-adventure games, and augmented reality games used on various gaming platforms, including consoles, personal computers, smartphones, mobile consoles, and virtual reality systems). Although commercial video games have design features that instil a sense of flow [128], the systematic review acknowledged that custom-made games (i.e., for serious purposes like education, training, or behavior modification) better integrate biofeedback techniques for relaxation and are more appropriate for adults in regard to their stress and anxiety responses [129]. Future studies were suggested to include a diversity of age groups, a variety of video game genres, the most recent, popular and widely used gaming platforms, the amount of uses required for optimal effect, to follow methodological guidelines for reporting research findings, as well as to describe the individual characteristics of users (e.g., personality and cognitive ability) and their preferences for genre and gaming platform.…”
Section: Immersive Technologiesmentioning
confidence: 99%
“…A longitudinal approach to development and design as well as greater heterogeneity are required for studies evaluating digital psychological interventions [85]. A systematic review of the use of commercial off-the-shelf video games found there is efficacy for reducing stress and anxiety [86]. Video game genres included exergames, casual video games, action games, action-adventure games, and augmented reality games used on various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems [86].…”
Section: Digital Mental Health For Young Peoplementioning
confidence: 99%
“…A systematic review of the use of commercial off-the-shelf video games found there is efficacy for reducing stress and anxiety [86]. Video game genres included exergames, casual video games, action games, action-adventure games, and augmented reality games used on various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems [86]. An editorial on child and adolescent learnings of the current pandemic recommended future research designs to consider the strategic use of technology and remote learning in new educational approaches for diverse populations as well as to explain the factors that predict and improve resilience during adversity [87].…”
Section: Digital Mental Health For Young Peoplementioning
confidence: 99%