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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

Children and Adolescents during Social Isolation: An Overview." International Journal

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

actually improve it.

Bada, Joseph K., et al. "Integrating Digital Games for Teenage Mental Health Education in

Classroom Teaching." International Journal of Education and Development using

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

depression, researchers implemented a digital game that promoted mental health in

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,

2024, pp. 1-11. doi:https://doi.org/10.1186/s12889-024-17860-z.

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

reduce the risk of these problems.

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-

Center, Parallel Group, Assessor-Blind, Randomized Controlled Trial." BMC Psychiatry,

vol. 24, 2024, pp. 1-14. doi:https://doi.org/10.1186/s12888-024-05515-7.

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

with mental problems.

María Ángeles García-Gil, et al. "Problematic Video Game use and Mental Health among

Spanish Adolescents." International Journal of Environmental Research and Public

Health, vol. 20, no. 1, 2023, pp. 349. doi:https://doi.org/10.3390/ijerph20010349.

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

game usage has a negative relationship with mental wellness.

Nader, Alrahili, et al. "The Prevalence of Video Game Addiction and its Relation to Anxiety,

Depression, and Attention Deficit Hyperactivity Disorder (ADHD) in Children and


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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

problems such as inattention, a lack of importance, and depression.

Pérez-Jorge, David, et al. "The Relationship between Gamified Physical Exercise and Mental

Health in Adolescence: An Example of Open Innovation in Gamified

Learning." Healthcare, vol. 12, no. 2, 2024, pp. 124.

doi:https://doi.org/10.3390/healthcare12020124.

Gamified physical exercise has been more recently studied due to the positive effects it

has on adolescence. Authors Jorge et al aim is to see if gamified physical exercise

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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cognitive deterioration” (1). Gamified physical exercise allows adolescents to play a

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

wellness while still not pushing more of the negatives.

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.

12, 2024. doi:https://doi.org/10.2196/46697.

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

on Depression (Moving Stories): Cluster Randomized Controlled Trial." JMIR Mental

Health, vol. 9, no. 8, 2022. doi:https://doi.org/10.2196/26615.

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.

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