ArticleJMIR serious games2021
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 41 papers, 2 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
41 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Association Between Esports Participation and Health: A Systematic Review and Meta-analysis.Sports medicine - open · 2026Pooled it
- Digital phenotyping for mental health conditions: a systematic review of implementation and application.Frontiers in digital health · 2026Pooled it
- Home Transcranial Direct Current Stimulation With Gamified Cognitive Control Training for Depression: A Randomized Clinical Trial.JAMA network open · 2026Trial
- Facilitating Thought Progression to Reduce Depressive Symptoms: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Music-based casual video game training alleviates symptoms of subthreshold depression.Frontiers in public health · 2022Trial
- Ethnobotanical Uses and Phytochemical, Pharmacological, Behavioral, and Toxicological Effects ofMolecules (Basel, Switzerland) · 2026Review
- Psychological Correlates of Problematic Gaming Behaviour in Medical Students: A Cross-Sectional Analysis of Structural and Contextual Factors.Healthcare (Basel, Switzerland) · 2026Article
- Reconceptualizing online gaming in emerging adulthood: a phenomenological study.BMC psychology · 2026Article
- The Mechanism and Design Principles of Serious Games in Enhancing Adolescents' Internet Adaptability.JMIR serious games · 2026Article
- Gaming‑Based Community Intervention for Loneliness in Adult Gamers: Longitudinal Observational Study.JMIR formative research · 2026Observational
- Digital mental health needs a purpose-driven approach.Nature human behaviour · 2026Review
- Exploring Serious Games in Supporting Postnatal Depression: Narrative Review.Interactive journal of medical research · 2026Review
- Effects of game interactivity on perceived emotional challenge, mixed-affect emotional experiences and physiological responses.Frontiers in psychology · 2026Article
- Super Mario Bros. and Yoshi Games' Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study.JMIR serious games · 2025Article
- Gaming onset and engagement among university students: a question of mismanaged emotions?BMC psychology · 2025Article
- Playing video games in community spaces and adolescent loneliness: a cross-sectional study.Child and adolescent psychiatry and mental health · 2025Article
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- The Positive Effect of Video-Game Play on College Students' Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study.JMIR serious games · 2025Article
- Associations between social frailty, use of digital device and depression among community-dwelling older adults: A population-based cross-sectional study.Geriatrics & gerontology international · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.