ReviewJMIR mental health2021
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review.
Review in JMIR mental health, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 23 papers.
What it found
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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.
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Who cites it
23 citing papers in PubMed, 100 citations in OpenAlex.
- Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Reconceptualizing online gaming in emerging adulthood: a phenomenological study.BMC psychology · 2026Article
- Virtual and Augmented Reality Games in Dementia Care: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2025Review
- Article
- 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
- Dementia and Video Games: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2024Review
- Causal effect of video gaming on mental well-being in Japan 2020-2022.Nature human behaviour · 2024Article
- Exploring the association between online gaming addiction and academic performance among the school-going adolescents in Bangladesh: A cross-sectional study.Health science reports · 2024Article
- Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended Reality.Children (Basel, Switzerland) · 2024Review
- Review
- Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage.Healthcare (Basel, Switzerland) · 2024Article
- Practical psychiatry: Taking gaming seriously - a primer for psychiatrists on gamers and gaming culture.Australasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists · 2024Review
- Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games.Frontiers in psychology · 2024Article
- Putting the Gaming Experience at the Center of the Therapy-The Video Game TherapyHealthcare (Basel, Switzerland) · 2023Article
- Editorial: The dark and the light side of gaming.Frontiers in psychology · 2023Article
- Relational Victimization and Video Game Addiction among Female College Students during COVID-19 Pandemic: The Roles of Social Anxiety and Parasocial Relationship.International journal of environmental research and public health · 2022Article
- Distance Learning in Pandemic Age: Lessons from a (No Longer) Emergency.International journal of environmental research and public health · 2022Review
- Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review.JMIR serious games · 2022Review
- Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study.JMIR formative research · 2022Article
- Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay.Frontiers in human neuroscience · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundUsing 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.
objectiveThe aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play).
methodsA systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [("video game*") OR ("computer game*")] AND [("stress") OR ("anxiety") OR ("relaxation")] AND [("study") OR ("trial") OR ("training")].
resultsA total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and 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-shelf games helped to reduce stress and anxiety.
conclusionsEfficacy in reducing stress 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 had benefits in reducing stress and anxiety.
trial registrationInternational Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081.
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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.