Abstract:Background
Pokémon Go is a very popular location-based augmented reality game with widespread influences over the world. An emerging body of research demonstrates that playing Pokémon Go can lead to improvements in physical activity and psychosocial well-being; however, whether Pokémon Go reduces self-harm incidence at the population-level is still questionable.
Objective
This study aimed to quantify how the launch of Pokémon Go in Hong Kong affected th… Show more
“…In addition to providing immersive and accessible care, XR telehealth connected people in virtual spaces to combat social isolation and maintain health-promoting social relationships over distances [64]. For example, location-based AR video games provided a protective effect for social, physical, and mental health during the pandemic [65][66][67][68][69]. Experts also promoted XR telehealth developments as a potential solution to address the downstream developmental impacts of the prolonged pandemic upon children and adolescents who eagerly take to new technologies [25,70].…”
Section: Access To Medical and Mental Health Carementioning
The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities across global health care systems. In response, many health care providers turned to telehealth solutions, which have been widely embraced and are likely to become standard for modern care. Immersive extended reality (XR) technologies have the potential to enhance telehealth with greater acceptability, engagement, and presence. However, numerous technical, logistic, and clinical barriers remain to the incorporation of XR technology into telehealth practice. COVID-19 may accelerate the union of XR and telehealth as researchers explore novel solutions to close social distances. In this viewpoint, we highlight research demonstrations of XR telehealth during the COVID-19 pandemic and discuss future directions to make XR the next evolution of remote health care.
“…In addition to providing immersive and accessible care, XR telehealth connected people in virtual spaces to combat social isolation and maintain health-promoting social relationships over distances [64]. For example, location-based AR video games provided a protective effect for social, physical, and mental health during the pandemic [65][66][67][68][69]. Experts also promoted XR telehealth developments as a potential solution to address the downstream developmental impacts of the prolonged pandemic upon children and adolescents who eagerly take to new technologies [25,70].…”
Section: Access To Medical and Mental Health Carementioning
The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities across global health care systems. In response, many health care providers turned to telehealth solutions, which have been widely embraced and are likely to become standard for modern care. Immersive extended reality (XR) technologies have the potential to enhance telehealth with greater acceptability, engagement, and presence. However, numerous technical, logistic, and clinical barriers remain to the incorporation of XR technology into telehealth practice. COVID-19 may accelerate the union of XR and telehealth as researchers explore novel solutions to close social distances. In this viewpoint, we highlight research demonstrations of XR telehealth during the COVID-19 pandemic and discuss future directions to make XR the next evolution of remote health care.
“…Excessive use of web-based and offline video gaming affects the gamers’ physical health and has an impact on their psychological well-being [ 5 ]. Video game addiction can cause gamers to develop a range of issues such as aggression and depression [ 6 , 7 ], poor academic performance [ 8 , 9 ], declining relations with friends and families [ 10 , 11 ], insomnia [ 12 ], and even self-harm [ 13 , 14 ].…”
Background
Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction.
Objective
This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction.
Methods
A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents.
Results
The analysis uncovered 2 dimensions of video game engagement: social connection with P=.08 and interaction with P=.49, which did not significantly contribute to video game addiction.
Conclusions
This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.
Background
Adolescents diagnosed with cancer are vulnerable to symptoms of anxiety, depression, and posttraumatic stress.
Objective
To examine the relationship between digital game addiction and levels of anxiety and depression in adolescents receiving cancer treatment.
Methods
This analytical cross-sectional study was carried out with 120 adolescents aged 12-17 years who were receiving cancer treatment. Data were collected using the Digital Game Addiction Scale (DGAS-7) and the Hospital Anxiety and Depression Scale (HADS). Data were analyzed using independent-samples t test, 1-way analysis of variance, Pearson correlation analysis, and simple linear regression.
Results
The mean age of the adolescents participating in the study was 15.21 ± 1.64 years. The mean DGAS-7 score was 15.19 ± 5.58, whereas the mean HADS Anxiety subscale score was 8.54 ± 4.33, and the mean HADS Depression subscale score was 7.72 ± 3.96. A positive, statistically significant relationship was found between the DGAS-7 mean score and the HADS Anxiety and Depression subscale mean scores (P < .001).
Conclusions
As the addiction levels increased in adolescents diagnosed with cancer, their anxiety and depression levels also increased.
Implications for Practice
Health professionals should be mindful that in adolescents diagnosed and treated for cancer, digital game addiction and levels of anxiety and depression may mutually reinforce each other.
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