Pallavicini Federica, Pepe Alessandro, Mantovani Fabrizia
Department of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milano, Italy.
JMIR Ment Health. 2021 Aug 16;8(8):e28150. doi: 10.2196/28150.
Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games.
The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play).
A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [("video game*") OR ("computer game*")] AND [("stress") OR ("anxiety") OR ("relaxation")] AND [("study") OR ("trial") OR ("training")].
A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety.
Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety.
International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081.
使用现成的商业视频游戏而非定制电脑游戏在减轻压力和焦虑方面可能具有多个优势,包括成本低、图形先进,以及有可能触及全球数百万人。然而,必须强调的是,并非所有商业视频游戏都是一样的,其效果在很大程度上取决于游戏的特定特征。
本系统评价的目的是描述关于使用现成商业视频游戏减轻压力和焦虑的文献,审视研究结果以及与电脑游戏特征(即类型、平台、游戏时间)相关的关键变量。
按照PRISMA(系统评价和Meta分析的首选报告项目)指南对文献进行系统检索。检索数据库包括PsycINFO、科学网、Medline、IEEExplore和Cochrane图书馆。检索词为:[(“视频游戏*”)或(“电脑游戏*”)] 与 [(“压力”)或(“焦虑”)或(“放松”)] 与 [(“研究”)或(“试验”)或(“训练”)]。
共有28项研究符合2006年至2021年发表期的纳入标准。研究结果表明,现成的商业视频游戏对减轻儿童、成年人和老年人的压力有益。大多数检索到的研究招募的是年轻人,涉及儿童、中年人和老年人的研究较少。除了健身游戏和休闲视频游戏外,其他类型的现成商业游戏也有助于减轻压力和焦虑。
不仅健身游戏和休闲视频游戏,其他类型如动作游戏、动作冒险游戏和增强现实游戏在减轻压力和焦虑方面也已证明具有功效。包括游戏机、个人电脑、智能手机、移动游戏机和虚拟现实系统在内的各种游戏平台都已使用并取得了积极效果。最后,即使是单次和短时间的游戏也对减轻压力和焦虑有益。
国际注册系统评价和Meta分析方案平台INPLASY202130081;https://inplasy.com/?s=INPLASY202130081 。