scholarly journals Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review (Preprint)

2021 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Fabrizia Mantovani

BACKGROUND Using commercial off-the-shelves video games rather than custom-made computer games could have several advantages for treating stress and anxiety, thanks to their low-cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize not all commercial video games are equal, and their effects strongly depend on specific characteristics of the game itself, such as its genre. OBJECTIVE This systematic review aimed to describe the literature on the use of commercial off-the-shelves video games for diminishing stress and anxiety. METHODS A systematic search of the literature was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. Databases used in the search were PsycINFO, Web of Science, and Medline. The search string was: [(“Video Game*” OR "Computer Game*")] AND [(“stress”) OR ("anxiety") OR ("relaxation”)] AND ["study" OR ("trial") OR ("treatment")]. RESULTS N=25 studies met inclusion criteria during the period 2006 – 2021. Findings show the benefit of commercial off-the-shelves video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults. 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-shelves games were useful for reducing stress and anxiety. CONCLUSIONS Efficacy in reducing stress level 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 resulted in being effective in reducing stress and anxiety.

Author(s):  
Alyson E. King ◽  
Aziz Douai

In this chapter, the authors critically assess the gendered nature of the products developed by the computer gaming industry. The chapter takes a historiographical approach to examining the nature of children's video and computer games as a type of toy that immerses children into current gender stereotypes even as they hold the potential for social change. New ways of bridging the gap between stereotypes and change is explored through a virtual world for children. In addition to an introductory section, the chapter is organized in three main sections: First, the authors place existing computer and video games into a broad and historical context. Second, the chapter takes into consideration feminist critiques of video games for adults. Third, the authors analyze the case of WebkinzWorld, a toy-based social-networking portal offering less gendered video game environments for kids. The authors argue that this mixed method analysis is important not only for computer game designers and marketers who aim to appeal to broad demographics, but also for educators, parents, and caregivers who need to understand the underlying or hidden messages of games for children.


Gamification ◽  
2015 ◽  
pp. 2005-2021
Author(s):  
Alyson E. King ◽  
Aziz Douai

In this chapter, the authors critically assess the gendered nature of the products developed by the computer gaming industry. The chapter takes a historiographical approach to examining the nature of children's video and computer games as a type of toy that immerses children into current gender stereotypes even as they hold the potential for social change. New ways of bridging the gap between stereotypes and change is explored through a virtual world for children. In addition to an introductory section, the chapter is organized in three main sections: First, the authors place existing computer and video games into a broad and historical context. Second, the chapter takes into consideration feminist critiques of video games for adults. Third, the authors analyze the case of WebkinzWorld, a toy-based social-networking portal offering less gendered video game environments for kids. The authors argue that this mixed method analysis is important not only for computer game designers and marketers who aim to appeal to broad demographics, but also for educators, parents, and caregivers who need to understand the underlying or hidden messages of games for children.


2021 ◽  
Vol 2 ◽  
Author(s):  
Emil Rosenlund Høeg ◽  
Tina Myung Povlsen ◽  
Jon Ram Bruun-Pedersen ◽  
Belinda Lange ◽  
Niels Christian Nilsson ◽  
...  

Background: As the elderly population continues to grow, so does the demand for new and innovative solutions to tackle age-related chronic diseases and disabilities. Virtual Reality (VR) has been explored as a novel therapeutic tool for numerous health-related applications. Although findings frequently favors VR, methodological shortcomings prevent clinical recommendations. Moreover, the term “VR” is frequently used ambiguously to describe e.g., video games; the distinction remains vague between immersive VR (IVR) systems and non-immersive VR (NVR). With no distinct demarcation, results of outcome measures are often pooled in meta-analyses, without accounting for the immersiveness of the system.Objective: This systematic review focused on virtual reality-based rehabilitation of older adults (+60) in motor rehabilitation programs. The review aims to retrospectively classify previous studies according to the level of immersion, in order to get an overview of the ambiguity-phenomenon, and to utilize meta-analyses and subgroup analyses to evaluate the comparative efficacy of system immersion in VR-based rehabilitation.Methods: Following PRISMA guidelines, we conducted a systematic search for randomized controlled trials, describing virtual rehabilitation or video games interventions for older adults (+60). Main outcomes were pain, motivation, mobility, balance, and adverse events.Results: We identified 15 studies which included 743 patients. Only three studies utilized IVR. The rest used various NVR-equipment ranging from commercial products (e.g., Nintendo Wii), to bespoke systems that combine tracking devices, software, and displays. A random effects meta-analysis of 10 studies analyzed outcome measures of mobility, balance, and pain. Protocols and dosage varied widely, but outcome results were in favor of immersive and non-immersive interventions, however, dropout rates and adverse events were mostly in favor of the control.Conclusions: We initialize a call-for-action, to distinguish between types of VR-technology and propose a taxonomy of virtual rehabilitation systems based on our findings. Most interventions use NVR-systems, which have demonstrably lower cybersickness-symptoms than IVR-systems. Therefore, adverse events may be under-reported in RCT-studies. An increased demand for IVR-systems highlight this challenge. Care should be given, when applying the results of existing NVR tools to new IVR-technologies. Future studies should provide more detail about their interventions, and future reviews should differentiate between NVR and IVR.


Author(s):  
Nora Suleiman‐Martos ◽  
Rubén García‐Lara ◽  
Luis Albendín‐García ◽  
José L. Romero‐Béjar ◽  
Guillermo A. Cañadas‐De La Fuente ◽  
...  

2020 ◽  
pp. 101238
Author(s):  
Yoshiro Okubo ◽  
Daniel Schoene ◽  
Maria JD Caetano ◽  
Erika M Pliner ◽  
Yosuke Osuka ◽  
...  

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Sunny Singhal ◽  
Pramod Kumar ◽  
Sumitabh Singh ◽  
Srishti Saha ◽  
Aparajit Ballav Dey

Abstract Background Few studies have focused on exploring the clinical characteristics and outcomes of COVID-19 in older patients. We conducted this systematic review and meta-analysis to have a better understanding of the clinical characteristics of older COVID-19 patients. Methods A systematic search of PubMed and Scopus was performed from December 2019 to May 3rd, 2020. Observational studies including older adults (age ≥ 60 years) with COVID-19 infection and reporting clinical characteristics or outcome were included. Primary outcome was assessing weighted pooled prevalence (WPP) of severity and outcomes. Secondary outcomes were clinical features including comorbidities and need of respiratory support. Result Forty-six studies with 13,624 older patients were included. Severe infection was seen in 51% (95% CI– 36-65%, I2–95%) patients while 22% (95% CI– 16-28%, I2–88%) were critically ill. Overall, 11% (95% CI– 5-21%, I2–98%) patients died. The common comorbidities were hypertension (48, 95% CI– 36-60% I2–92%), diabetes mellitus (22, 95% CI– 13-32%, I2–86%) and cardiovascular disease (19, 95% CI – 11-28%, I2–85%). Common symptoms were fever (83, 95% CI– 66-97%, I2–91%), cough (60, 95% CI– 50-70%, I2–71%) and dyspnoea (42, 95% CI– 19-67%, I2–94%). Overall, 84% (95% CI– 60-100%, I2–81%) required oxygen support and 21% (95% CI– 0-49%, I2–91%) required mechanical ventilation. Majority of studies had medium to high risk of bias and overall quality of evidence was low for all outcomes. Conclusion Approximately half of older patients with COVID-19 have severe infection, one in five are critically ill and one in ten die. More high-quality evidence is needed to study outcomes in this vulnerable patient population and factors affecting these outcomes.


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