Evidence map›Paper›PMID 42718775›Full record

ArticleFrontiers in psychology2026

Videogames for academic wellbeing: a biopsychosocial health psychology framework for university counseling and mental health promotion.

Eugenio De Gregorio, Ilaria De Laurentiis

Abstract read
In one paragraph

Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
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

2 authors.

Eugenio De GregorioDepartment of Humanities, Link Campus University, Rome, Italy.
Ilaria De LaurentiisDepartment of Humanities, Link Campus University, Rome, Italy.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

In recent years, videogames have attracted growing attention not only for their recreational value, but also for their potential to foster personal and social identity, enhance cognitive functioning, and promote psychological wellbeing. Consistent with a biopsychosocial perspective on health, this paper conceptualizes gaming as a psychological, behavioral, and social resource that can be purposefully integrated into health-promotion practice, and explores its use within care contexts, with a particular focus on university students. In 2025, Link Campus University in Rome launched a psychological support service funded by the Wave Pro-ben project (Project ID: PROBEN_0000007), supported by the Italian Ministry of University. The service targets students enrolled in degree programmes, PhDs, and master's courses, addressing emotional, relational, academic, and adaptation-related challenges. Counseling initiatives promote psychological wellbeing, prevent distress, and foster personal growth, thereby reducing dropout risk and supporting academic success. Activities include individual sessions, support groups, workshops, and psychoeducational interventions, offered confidentially and free of charge-a design choice intended to reduce barriers of access and stigma. The distinctive element of the service is the integration of videogames as tools for reflection and change. Traditional counseling has been complemented by structured gameplay, drawing on Video Game Therapy

Indexed as

academic wellbeingdigital mental healthhealth psychologymotivationpsychological counselinguniversityvideogames

Identifiers

PMID42718775
PMCPMC13553933

What OpenQuestion holds

Textmetadata
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.