The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was . Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players' motivations and experiences playing during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs-autonomy, relatedness, and competence-as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed.
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http://dx.doi.org/10.3389/fpsyg.2022.800683 | DOI Listing |
Neuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
J Behav Addict
January 2025
2Ciber Physiopathology of Obesity and Nutrition (CIBERObn), Instituto de Salud Carlos III, Barcelona, Spain.
Background And Aims: Internet gaming disorder (IGD) is a highly engrossing activity with the individual spending up to 10 h per day gaming, this causes issues in accomplishing their tasks and personal goals. Also, to generate in them increased anxiety, impulsivity and lack of social skills, this impacts the good personal development and individual's quality of life. Therefore, it is vital to better understand, in terms of treatment, which factors are associated with therapeutic outcomes (largely to achieve control over the use of video games and the lack of relapses) following a standardized Cognitive Behavioral Therapy (CBT) protocol.
View Article and Find Full Text PDFBMC Med Inform Decis Mak
January 2025
Medical Informatics Department, Faculty of Medicine, Mashhad University of Medical Sciences, Mashhad, 13944-91388, Iran.
Background: The prevalence and chronic nature of Inflammatory Bowel Diseases (IBD) is a significant global concern. As the essential part of treatments approach, patient adherence to treatment protocols and self-management practices are crucial to = IBD management. Healthcare initiatives focused on chronic conditions are strongly needed to consider various aspects of gamification and how it can positively affect self-management.
View Article and Find Full Text PDFChild Care Health Dev
January 2025
Department of Health and Kinesiology, College of Applied Health Sciences, University of Illinois Urbana Champaign, Champaign, Illinois, USA.
Background: Screen use has become nearly universal, especially in children. Therefore, it is important not only to comprehend its effects on health but also to understand its patterns of use. We aim to describe screen use patterns among children assessed at 2, 4, and 6-7 years, based on device, period of the day, and child/family characteristics.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Spain Biomedical Research Networking Center for Mental Health Network, Madrid, Spain.
Background: Difficulties in emotional regulation are often observed in children and adolescents with attention-deficit/hyperactivity disorder (ADHD). Innovative complementary treatments, such as video games and virtual reality, have become increasingly appealing to patients. The Secret Trail of Moon (MOON) is a serious video game developed by a multidisciplinary team featuring cognitive training exercises.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!