Professional Documents
Culture Documents
Rodolfo Tobias
Trishia Briones
English 1302-264
Edwards, D. J., & Kemp, A. H. (2020). A novel ACT-based video game to support mental health
10(11) doi:https://doi.org/10.1136/bmjopen-2020-041667
This particular article reports a mixed-methods feasibility study protocol for an ACT video game
created to help mental well being. Even though the main outcome measure will be the
viability of the video game intervention, the research plays a role in a bigger picture of
exactly how video games might indirectly influence mental well being. Having a video
game suggested as a mental health assistance application, the research advocates for
the effect of video games on mental health directly, the study might highlight
mechanisms by which video games may impact mental health outcomes. This is aligned
with a wider interest in looking into the possible risks or benefits of video game usage
and applicable to the present debate concerning mental health and video games. The
systematic approach to video games as a mental health application is new and proposes
Jones, Christian, et al. "Gaming Well: Links Between Videogames and Flourishing
doi:10.3389/fpsyg.2014.00260.
Jones et al. discuss possible positive mental contributions of video games in connection with
psychological well being. The authors point out ways gaming can aid brain function, feel
accomplished and develop relationships. They highlight that specific genres of games -
especially those with interesting gameplay and storylines - can offer a kind of escapism,
enabling individuals to release stress and anxiety. However, the article additionally brings
up moderation in gaming actions, and also just how excessive gaming may affect
psychological well being. The authors recommend future study to clarify this complicated
connection between video games and psychological well being. Generally, this particular
useful resource is useful regarding the possible advantages of gaming for mental health
and outlines the need for a balancing approach to using gaming for wellbeing. The in-
depth discussion demonstrates how gaming and mental health overlap, providing
important considerations for researchers and others investigating the gaming - health
relationship.
von der Heiden, Juliane M., et al. "The Association Between Video Gaming and
doi:10.3389/fpsyg.2019.01731.
Here, von der Heiden et al. examine just how video gaming impacts psychological functioning.
The study hopes to offer information on exactly how video gaming can impact gamers
'mental health. The questionnaires tested personality, mental well being and video
gaming practices among a big 2,734 sample (2,377 male & Mage = 23.06, 357 female,
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affectivity, coping and self-esteem. Moreover, players' motivations for playing and their
favourite game genres were linked with mental functioning with certain findings for
distraction-motivated and action gamers. The report advocates for additional study to
establish in case these psychological health risks are causes or consequences of video
gaming. This research offers insights to the diverse nature of video games and
psychological health and proposes implications for intervention and directions for future
research.
Decouto, B. S., et al. “Anxiety does not always affect balance: the predominating role of
cognitive engagement in a video gaming task.” Exp Brain Res, vol. 239, no. 6, 2021, pp.
2001–2014, https://doi.org/10.1007/s00221-021-06104-w.
The role of cognitive engagement in the anxiety - mediated postural control during a video
gaming task is examined. The authors aim to make clear the consequences of anxiety
caused by an unrelated activity like playing a video game - on postural control compared
to the impact of cognitive engagement. The twenty five subjects (twenty five females &
17 males) had been averaged at 23.5 years old and also carried out standing exercises
under various conditions. Area of sway, frequency, root mean square (RMS) sway,
anxiety, and emotional work had been assessed. The findings suggested that competition
- induced anxiety had negligible effects on postural control. Postural control mostly
adapted to psychological effort and more challenging task demands (playing versus
watching). The findings have implications for the account of the interaction between
engagement is the leading moderator of postural control when anxiety is separated from
balance. The results advance the data base concerning the role of cognition in affecting
Markey, Patrick M., Christopher J. Ferguson, and Lauren I. Hopkins. "Video Game
Play." American Journal of Play, vol. 13, no. 1, 2020, pp. 87-106. ProQuest,
https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-
journals/video-game-play/docview/2545263657/se-2.
This particular article deals with a debatable issue: must kids be encouraged to play video games
by the review of scientific evidence to dispell commonly held myths regarding video
game play? The authors deny that video games raise obesity, make players much less
resistant to real world violence and encourage aggressive behavior. Rather, they discuss
research which indicates video game playing enhances social skills, visuospatial
cognitive functionality, mood management, and helps lessen real-world violence. The
authors find that video game playing could benefit kids if balanced with various other
duties. They mention the diminishing prevalence of myths regarding video game play
(including endorsements from the U.S. Supreme Court and the Smithsonian) along with a
Generally, the article offers an historical review of the present information on video game
play and its effects, highlighting its possible benefits for adults and children.
Hussein, M. H., et al. "A Digital Game-Based Learning Method to Improve Students’
Critical Thinking Skills in Elementary Science." IEEE Access, vol. 7, 2019, pp. 96309-
96318. doi:10.1109/ACCESS.2019.2929089.
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This paper describes a study that examines the use of electronic game based learning (DGBL) -
the Ecoship Endeavour game-to improve critical thinking abilities of fifth grade girls
elementary science students. The Ecoship Endeavour game was created in the Inquiry,
(experimental group) played the game and 2 classes (control group) have been held as per
usual science teaching techniques. The findings demonstrated that the game boosted
recommend that more studies must evaluate the usefulness of serious games in inducing
critical thinking, particularly with bigger samples when gender differences in technology
and science are considered. Limitations of the research consist of the absence of male
participants and the limited number of female students, both limits restricting the
behaviour in bullying situation.” Journal of Computer Assisted Learning, vol. 36, no. 3,
The study aimed to test a serious game's effectiveness in improving bystander helping behaviors
study with one experimental and two control groups. All students completed pre- and
The game recorded players' reactions. Results suggested that students' pre-game social
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behavior influenced their gameplay. Most students who initially did not help victims,
despite feeling they should, chose to help in the game. However, the game had only a
sample and the need for more heterogeneous participants with less knowledge of
bystander behaviors in bullying. Future research should monitor long-term game effects
Despite limitations, the study contributes to the evaluation of serious games, emphasizing
design. The results suggest that the game could be effective for students with less
knowledge about appropriate behaviors in bullying situations and provide guidelines for
Interplay of Learner Attributes and Learning Behavior." Computers and Education Open,
https://doi.org/10.1016/j.caeo.2022.100117.
Here Kim, Lee & Lee examine the use of educational video games in enhancing
achievement and learning. They examine students 'strategies for utilizing game features,
determining related details, and also dealing with in-game issues. Survey information and
computer logs have been gathered from 61 subjects (36.4% middle & high school
students, Mage = 13; 63.6% university students, Mage = twenty one) and also examined
the connection between specific traits (self-efficacy and prior in-game success and
knowledge). Their results emphasize the role of self-regulated help seeking activity
within students' problem solving networks. The research reveals good learning habits for
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digital game-based learning and outlines design considerations for scaffolding tools
which promote efficient learning efficiency. The study, though, admits limitations
involvement. The authors suggest potential work with bigger and much more diverse
samples and also the creation of advanced data collection and analysis tools.
Bavelier, Daphne, and Richard J. Davidson. “Games to Do You Good.” Nature (London),
Bavelier and Davidson discuss exactly how video games could benefit behavior and brain
functioning. They mention a study which discovered participants playing a game meant
simulation scenarios. This finding indicates that video games might positively impact
real-world behavior. The authors also outline the rising interest in the usage of video
games as a training modality for certain areas of behavior and brain function, especially
for attention and rehabilitation & medical care. They highlight this trend and highlight the
interventions. The content provides insights to the wider applications of video games
beyond entertainment and also suggests they can be helpful tools for personal growth and
learning.
Raouf, Shaimaa Yaihya, et al. “Video Game Disorder and Mental Wellbeing among University
Students: A Cross-Sectional Study.” Pan Afr Med J, vol. 41, 2022, pp. 89–89,
doi:10.11604/pamj.2022.41.89.31322.
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In this cross sectional analysis Abdel Raouf et al investigate the prevalence of Video Game
Disorder (VGD) among 2,364 students, its predictors and psychological effect. They
Disorder 20 (IGD 20) questionnaire and also the Mental Health 5 (MH-5) questionnaire
in addition to self-reported weights and heights. Their findings show a VGD prevalence
residence, weekly gaming time increase, sleep duration decrease and body mass index.
Additionally they observe a negative link between psychological well being and VGD.
Conclusion the research ends by suggesting that good video gaming, sufficient rest and
university students and emphasize the need for a sustained method of video gaming for
psychological health.