Evidence map›Paper›PMID 34398795›Full record

ReviewJMIR mental health2021

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review.

Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani

Open access · goldAbstract readReview
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
23citing papers in PubMed
13.3field-weighted citation impact, top 1% of its field
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

23 citing papers in PubMed, 100 citations in OpenAlex.

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  12. 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 · 2024
    Review
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  17. Distance Learning in Pandemic Age: Lessons from a (No Longer) Emergency.International journal of environmental research and public health · 2022
    Review
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 1 institution in 1 country.

Federica PallaviciniDepartment of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy.ORCID https://orcid.org/0000-0003-2064-3823
Alessandro PepeDepartment of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy.ORCID https://orcid.org/0000-0001-8860-0702
Fabrizia MantovaniDepartment of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy.ORCID https://orcid.org/0000-0003-4772-9109
University of Milano-Bicocca · IT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

anxietycommercial off-the-shelf video gamesrelaxationstressvideo games

Identifiers

PMID34398795
PMCPMC8406113
OpenAlexW3138397992

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.