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Lit Review
Sloane
Maddie Sloane
Dean Leonard
English Comp II
21 March 2021
Literature Review
For my topic, I will be answering the question of how can video games affect a user’s
mental health? This is a very important topic to me personally. Video games have always been
an escape for me, and I want to see how it affects other people positively or negatively.
Many people think that video games cause people to be violent. Other people think video
games is just a way to waste time and it distracts younger kids from their schooling. Most adults
think that playing games can do more harm than good and that is not necessarily true. Video
games allow you to escape into a different world. It allows you to be a part of a wonderful
community and build friendships. It’s so much more than shooting the enemy team. I want to
explore the pros and cons and why I think gaming can be important to improving mental health.
The biggest key point I found is that excessive video gaming is found to be associated
with positive emotions and social relationships while playing. However, problematic and
excessive video gaming is also associated with maladaptive coping strategies, negative
emotions and attitudes, low self-esteem, loneliness, and poor academic performance.
On https://www.healthygamer.gg/video-games-and-mental-health-explained/
it explains that yes, video games can be very great for people. But it also states that there
are very negative things that can come out of gaming. Video games are not evil by nature.
They are supposed to be fun and something everyone can enjoy. Video games do not
necessarily cause anxiety and depression however, gaming addiction can lead to this or
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Sloane
make it worse. This is really important to note that there definitely is a negative to
playing games. There are also pros mentioned. A lot of people started playing games to
escape something in real life. Maybe they are being bullied in school. For a gamer, video
games are the only places they can go to immerse themself and escape the emotional pain
of real life.
An article by bbc.com talks about a video game producer who has started a
youtube series that examines how video games help players cope with their mental health
struggles. He believes playing games too much is often a symptom of wider mental health
issues, rather than a cause of them. The article goes on to explain that in some games, they
actually explore the topic of mental health. In the video game Life Is Strange, the game deals
with the importance of decision making and how one single action can have a chain reaction
that affects many people. This is very important because it is bringing awareness to the player
of the game and showing then that this is very much a real thing and can happen to anyone.
checkpointorg.com/ is a website that is made for gamers and gives them resources for
mental health hotlines and websites. It also gives them information about different types of
mental health such as anxiety and depression. This is a great resource for the gaming community
however, this is not the best source to use on the research paper because it does not offer a clear
answer to the question of ‘how do video games affect a user’s mental health?’
In an article on sciencedirect.com, the author speaks more about video game addiction
and Internet Gaming disorder and the affects. This is important to understand because people do
struggle with this and it should be recognized. It goes over what IGD is and that is something not
the information I have gathered thus far, there is not yes or no answer. From what I am seeing is
there are pros and cons to video games and it really depends on the player. I know how it has
affected myself and my friends, but I want to explore more into actual statistics and not just your
basic science article. I think once viewing more recent statistics I can have a better understanding
HealthyGamer. “Video Games and Mental Health Explained.” Healthy Gamer, 27 Jan. 2021,
www.healthygamer.gg/video-games-and-mental-health-explained/.
Judge, Alysia. “Video Games and Mental Health: 'Nobody's Properly Talking'.” Bbc.com, 14 July
checkpointorg.com/.
Moge, Clara E., and Daniela M. Romano. “Contextualising Video Game Engagement and
Addiction in Mental Health: the Mediating Roles of Coping and Social Support.” Heliyon,