Evidence map›Paper›PMID 38025467›Full record

SynthesisFrontiers in psychiatry2023

Escaping through virtual gaming-what is the association with emotional, social, and mental health? A systematic review.

Lucas M Marques, Pedro M Uchida, Felipe O Aguiar, Gabriel Kadri, Raphael I M Santos, Sara P Barbosa

Abstract readSystematic Review
In one paragraph

Synthesis in Frontiers in psychiatry, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed
–field-weighted citation impact
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

17 citing papers in PubMed.

  1. Trial
  2. Article
  3. Article
  4. Article
  5. Article
  6. Article
  7. Article
  8. Article
  9. Review
  10. Article
  11. Article
  12. Article
  13. Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study.Journal of research on adolescence : the official journal of the Society for Research on Adolescence · 2024
    Article
  14. Article
  15. Article
  16. Article
  17. Article
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

6 authors.

Lucas M MarquesFaculdade de Medicina, Instituto de Medicina Fisica e Reabilitacao, Hospital das Clinicas HCFMUSP, Universidade de São Paulo, São Paulo, São Paulo, Brazil.
Pedro M UchidaPontifícia Universidade Católica de Campinas, Campinas, São Paulo, Brazil.
Felipe O AguiarDepartment of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil.
Gabriel KadriDepartment of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil.
Raphael I M SantosDepartment of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil.
Sara P BarbosaFaculdade de Medicina, Instituto de Medicina Fisica e Reabilitacao, Hospital das Clinicas HCFMUSP, Universidade de São Paulo, São Paulo, São Paulo, Brazil.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: The realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health. Purpose: The objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport. Methods: PUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose. Results: The search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic. Conclusion: Our review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.

Indexed as

emotion regulationescapismE-sportgamificationhealth promotionmental healthvideo-gamevirtual games

Identifiers

PMID38025467
PMCPMC10663235

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.