Evidence map›Paper›PMID 41667121›Full record

Observational studyJMIR formative research2026

Gaming‑Based Community Intervention for Loneliness in Adult Gamers: Longitudinal Observational Study.

Christopher Neu, Thomas D Hull, Matteo Malgaroli

Abstract readObservational Study
In one paragraph

Observational study in JMIR formative research, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0cells of the map it votes in
0citing 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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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.

Christopher NeuHero Journey Club, San Francisco, CA, United States.ORCID 0009-0009-9517-6618
Thomas D HullHero Journey Club, San Francisco, CA, United States.ORCID 0000-0001-8275-6765
Matteo MalgaroliNew York University Grossman School of Medicine Department of Psychiatry, New York, NY, United States.ORCID 0000-0003-4209-6939

Funding

Deep Learning Based Natural Language Processing Markers of Anxiety and DepressionK23MH134068 · NIMH · NEW YORK UNIVERSITY SCHOOL OF MEDICINE · PI Matteo Malgaroli · 2023 to 2026
$982k
Feasibility of a music listening intervention for mental health recovery in chronic strokeR34AT012943 · NCCIH · NEW YORK UNIVERSITY · PI FUENTES, MAGDALENA, RIPOLLES, PABLO · 2024 to 2024
$706k
NCCIH NIH HHS R34 AT012943NIMH NIH HHS K23 MH134068
6 · The paper itself

Abstract

backgroundLoneliness is a form of psychological distress associated with increased risk of depression, anxiety, and adverse health outcomes across the life span. This study evaluates an online gaming‑based community intervention that combines professionally facilitated groups, commercial video games, and skills‑focused workshops for adults who play video games.

objectiveThis study aimed to examine the feasibility of this health‑supporting gaming community and to characterize 30‑ and 60‑day changes in depression, anxiety, psychological well‑being, and psychological flexibility, as well as heterogeneous trajectories of depressive symptoms.

methodsIn a longitudinal observational study, adults in the United States self‑enrolled in a gaming therapeutics community hosted on Discord. Participants completed baseline, 30‑day, and 60‑day assessments including the Patient Health Questionnaire‑9 (PHQ‑9), Generalized Anxiety Disorder‑7 Scale, World Health Organization-5 Well‑Being Index, and Psychological Flexibility Scale (Psy‑Flex). Of 438 participants with 30‑day data, 403 met inclusion criteria for longitudinal analyses and 157 (35.6%) completed the 60‑day survey. Within‑person change scores and standardized mean differences were calculated, and latent growth mixture modeling was used to identify depressive‑symptom trajectories and baseline predictors of nonresponse versus improvement.

resultsAt baseline, mean PHQ‑9 score was 13.37 (SD 6.04), decreasing to 10.27 (SD 5.80) at 60 days (Cohen d=0.52). Mean Generalized Anxiety Disorder‑7 scores decreased from 11.23 (SD 5.24) to 8.25 (SD 4.22) (Cohen d=0.60). Psy‑Flex scores increased from 11.51 (SD 4.30) to 12.55 (SD 4.37; Cohen d=0.24), and World Health Organization‑5 Well‑Being Index scores increased from 7.86 (SD 3.82) to 8.08 (SD 4.44; Cohen d=0.24). Latent growth mixture modeling identified 3 depressive‑symptom trajectories: a low group (229/438, 52.3%; baseline PHQ‑9 mean 8.80 (SD 3.67); 60‑day mean 7.64, SD 3.87), a chronic group (118/438, 26.9%; baseline mean 18.30 (SD 4.03); 60‑day mean 16.78, SD 4.10), and an improvers group (91/438, 20.8%; baseline mean 18.52, SD 3.13; 60‑day mean 7.42, SD 4.27). In logistic regression among participants with moderate‑to‑severe baseline depression, a gender identity other than woman was associated with lower odds of belonging to the Improvers versus Chronic group (odds ratio 0.42, 95% CI 0.19-0.94). Post hoc analyses indicated lower odds of improvement for nonbinary participants compared with women (odds ratio 0.25, 95% CI 0.10-0.59). No other baseline characteristics significantly distinguished chronic versus improving trajectories.

conclusionsA professionally moderated, gaming‑based community intervention was feasible to deliver, engaged a diverse sample of adult gamers, and was associated with medium‑sized reductions in depressive and anxiety symptoms and small improvements in well‑being and psychological flexibility over 60 days. A subgroup moved from moderate‑to‑severe symptoms to subthreshold depressive symptoms. These findings support further controlled evaluation of health‑supporting gaming communities as a scalable support and potential preventive context for adult gamers experiencing distress.

Indexed as

LonelinessVideo GamesAdultAnxietyDepressionFemaleHumansLongitudinal StudiesMaleMiddle AgedSurveys and QuestionnairesUnited Statesadult gamersdiscordgaming interventionslonelinessvideo games

Identifiers

PMID41667121
PMCPMC12933167

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.