Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer's death like the blue whale game. The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behaviour, general and mental health from 1997-2017. The PICO guidelines, PRISMA flow diagram and the Rayyan software was used in identifying relevant studies. Cross referencing was done with the co-authors. A total of 41 studies were included in the final analysis. The choice of the video game is influenced by age, gender, parental mediation, as well as the players' and the game's characteristics. Excessive gaming affects both the individual himself and their interpersonal relationships, with 'internet addiction' being added as a diagnosis under DSM V. Despite its several negative consequences, over the past decade, researchers have now started to acknowledge the benefits of gamification in social, educational and even in the health sector, irrespective of the individual's age. There is a need to develop cross cultural database to understand the impact of addictive and/or promotive use of games on the biopsychosocial factors of the gamer.
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http://dx.doi.org/10.1016/j.ajp.2019.03.001 | DOI Listing |
Asian J Psychiatr
April 2019
National Institute of Mental Health and Neurosciences (NIMHANS), 560029, Bengaluru, Karnataka India.
Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer's death like the blue whale game. The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behaviour, general and mental health from 1997-2017.
View Article and Find Full Text PDFIndian J Pediatr
February 2019
Child Care Center, 625, Sector 37, Arun Vihar, Noida, Uttar Pradesh, India.
Excessive digital gaming is emerging as a mental health disorder because youngsters are losing control of their lives by wasting their time by indulging in online multiplayer games. The popularity of the games can be gauged by the fact that India's online gaming market of US $360 million is expected to grow to $ 1 billion by 2021. Video gaming is an obsessive compulsive disorder.
View Article and Find Full Text PDFDrug Test Anal
September 2009
Immunalysis Corporation, 829 Towne Center Drive, Pomona, CA 91767, USA.
Approaches to detect whether an athlete has used growth hormone have been intensely investigated by sport organizations for 20 years. This effort has led to a human growth hormone (hGH) isoform ratio test in serum that has been approved by WADA and deployed at three Olympic Games, although a positive case has yet to be reported. We set out to determine whether the ratio test could be applied to urine.
View Article and Find Full Text PDFRheumatology (Oxford)
November 2005
Department of Epidemiology and Public Health, Queen's University of Belfast, Belfast, UK.
Objectives: The requirement in Northern Ireland to prescribe biological agents according to National Institute for Clinical Excellence/British Society for Rheumatology (NICE/BSR) guidelines and within a fixed budget has created a waiting list for treatment that has no parallel in the Republic of Ireland. The study investigated the bearing this situation may have had on consultants' judgements in the respective areas.
Methods: Seventy-eight case vignettes created from the data on real patients with RA treated with biologicals in the north and south of Ireland were appraised by nine southern and eight northern consultants, who judged the clinical benefit and significance of the patients' condition after a trial of therapy.
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