Professional Documents
Culture Documents
Jaden Maldonado
Instructor McCann
English 1301.213
26 February 2024
Annotated Bibliography
"Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for
of Environmental Research and Public Health, vol. 18, no. 4, 2021, pp. 1641.
doi:10.3390/ijerph18041641
With more and more research being done on video games, parents wonder if video games
are negatively or positively affecting the mental health of their kids. Authors Santos et al
main point is to see how active video games (AVGs) affect the mental health of
adolescence. Video games have always been known to be unhealth due to sitting down all
day, however with this study, it was proven that AVGs can positively affect mental
wellness in adolescence. For example, authors Santos et al state, “With the use of this
study, AVGs can improve the self-esteem, self-efficacy, and socialization of adolescents”
(7). From the research that was collected from not only the study but also experts’
opinions, AVGs show that video games are not a detriment to mental wellness and can
Bada, Joseph K., et al. "Integrating Digital Games for Teenage Mental Health Education in
Information and Communication Technology, vol. 19, no. 3, 2023, pp. 279-301.
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Because of an increase of mental health issues in teenagers, mainly due to drugs and
different schools. Authors Bada’s et al main point was how implementing a digital game
can help improve the mental health of teenagers. However, the question still remains as to
how the digital game would improve mental fortitude. Authors Bada et al state, “The
digital game works by allowing students to play games which have mental health lessons
inside of them” (1). The results from this study showed a huge influx of students being
able to understand how to deal with mental problems. For example, Authors Bada et al
state, “94% of students were satisfied with the game because it improved their knowledge
about different mental health problems and gave them ways to protect themselves” (10).
As such, video games can improve mental health if implemented for that purpose.
Chamarro, Andrés, et al. "Stress and Suicide Risk among Adolescents: The Role of Problematic
Internet use, Gaming Disorder and Emotional Regulation." BMC Public Health, vol. 24,
As video games get more popular among adolescents more research on the games is
being conducted. Authors Chamarro’s et al main point is to find out if video games led to
stress and eventually suicide risk. Stress and suicide risk have been linked to video games
in recent years due to a multitude of reasons. One of the reasons is that teenagers play the
game too much, which leads to stress and that increases the suicide risk. For example,
authors Chamarro et al state, “Gaming disorder (GD) mediated the effect stress has on
suicide risk” (1). Problematic gaming has a huge toll on the mental health of adolescents
and from experts’ opinions needs to be monitored. The study conducted confirmed that
ED hurts teenagers more than ED helps them. For instance, authors Chamarro et al state,
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“Results of path analysis confirmed that stress does lead to suicide risk and ED increase
the probability of both” (7). As such, video game time needs to be monitored in order to
Crucianu, Cezara, et al. “Video Game Addiction Among Adolescents.” Brain. Broad Research
in Artificial Intelligence and Neuroscience, vol. 15, no. 1, 2024, pp. 34–40,
https://doi.org/10.18662/brain/15.1/533.
Video games have two sides to the story. One side says that they are a detriment to health
while the other says they improve well-being. Author Domna’s et al main point is to find
out the positive and negative effects video games have on the well-being of a person. The
positive effects are an increase of attention and memory because many video games
require problem-solving skills and quick decision-making as well. Video games can also
serve as a way to relieve stress for some people. However, a prolonged use of video
games can leave individual isolated which can lead to stress, anxiety, and depression. For
example, authors Domna et al state, “Excessive use of video games can warp an
individual’s sense of virtual and real-life, which can affect mental health in large” (5). In
essence, video games have both positive and negative effects which can change a person.
Gradi, Naïma, et al. "Evaluating the Effect of Action-Like Video Game Play and of Casual Video
Game Play on Anxiety in Adolescents with Elevated Anxiety: Protocol for a Multi-
Video games have been used in the past to alleviate certain mental issues in teenagers,
such as anxiety and depression. Authors Gradi et al go into further detail to find out if
action-like video games can improve attention control and anxiety. Action-like video
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games have certain characteristics that keep teenagers’ attention fixed, which helps
reduce anxious thoughts on their minds. For example, authors Gradi et al state, “Action-
like video games have game-based interventions that combine cognitive training to help
lessen anxiety symptoms” (1). The results of this study show that action-like video games
can lessen the effects that anxiety has on adolescences. To illustrate this, authors Gradi et
al state, “The action-like game used, Eco-Rescue, reduced the symptoms of anxiety while
increasing attentional control” (11). As such, certain video games can help teenagers deal
María Ángeles García-Gil, et al. "Problematic Video Game use and Mental Health among
Problematic video game usage has been a topic that has increased in popularity due to the
world evolving every day. Authors Gracia et al aim to see how problematic video game
usage affects adolescent mental health. Problematic video game usage affects adolescents
by causing sleep disorders, behavior disorders, and isolation from the world. For
example, authors Gracia et al state, “Video games have a negative relationship to mental
health and how it can correlate to a decrease of mental fortitude” (8). Prolonged video
game usage can make the effects even worse and cause some teenagers to need theory.
Which can cause problems throughout their adolescence. Overall, problematic video
Nader, Alrahili, et al. "The Prevalence of Video Game Addiction and its Relation to Anxiety,
Adolescents in Saudi Arabia: A Cross-Sectional Study." Cureus, vol. 15, no. 8, 2023.
doi:https://doi.org/10.7759/cureus.42957.
Computerized games have increased in popularity due to the need for entertainment.
Authors Nader et al aim to see if video game addiction has an association with
depression, anxiety and many more mental health issues. Video game addiction in
adolescence affects mental health to an extreme. These problems that teenagers receive
from this addiction stay with them for years to come. Some of these problems are
depression, anxiety, and a lack of a sense of importance. The results of this study show
that video game addiction leads to mental health issues. For example, authors Nader et al
state, “Video game addiction is correlated with an increase in inattention, anxiety, and
depression” (3). As such, video game addiction leads to many negative mental wellness
Pérez-Jorge, David, et al. "The Relationship between Gamified Physical Exercise and Mental
doi:https://doi.org/10.3390/healthcare12020124.
Gamified physical exercise has been more recently studied due to the positive effects it
positively affects mental wellness of teenagers. Gamified physical exercise has many
benefits to being used. Some of the benefits are stress reduction, improved mood, and
increased sleep. For example, authors Jorge et al state, “Gamification in health and
wellness applications is utilized to make exercise more engaging, which helps in the
prevention and management of mental health issues such as anxiety, depression and
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video game while being able to keep their bodies active and focus on their mental health.
Overall, gamified physical exercise is something that can improve teenager mental
Pine, Russell, et al. "A Novel Casual Video Game with Simple Mental Health and Well-being
Concepts (Match Emoji): Mixed Methods Feasibility Study." JMIR Serious Games, vol.
Causal video games are an overlooked topic that could improve the well-being of teenage
mental fortitude in school related scenes. Authors Pine et al aim to explore if casual video
games can improve mental health in teenagers. Casual games that have mental health
lessons in them allow teenagers to get important information about major problems while
being fixated on something of their interest. For example, authors Pine et al state, “Match
Emoji has therapeutic lessons imbedded into them while also keeping it active enough to
make sure attention is focused on the game” (1). Match Emoji made improvements to
certain aspects of adolescent mental health. For example, authors Pine et al state,
“Students who played Match Emoji saw a decrease in anxiety and depression with an
improvement in mindfulness” (5). Causal games like Match Emoji need to be researched
more to see all of the positive mental effects it could bring to teenagers.
Tuijnman, Anouk, et al. "A Game-Based School Program for Mental Health Literacy and Stigma
Game-based school programs can be used to help students in school with problems they
are facing. Authors Tuijnman et al aim is to see how a game-based school program called
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“Moving Stories” can improve mental health in minors. Moving Stories is a program that
allows students to talk about depression and get help if needed at any time. Moving
Stories impacted how students saw depression. For example, authors Tuijnman et al state,
“The use of Moving Stories reduced the negative consequences and burden of depressive
symptoms” (11). Game-based programs such as “Moving Stories” helps students improve
their mental wellness while still being able to have fun. Overall, game-based programs
for school need more research to see all of the positive effects it can have on mental
health.