However, little attention has been devoted to messages about the experience of mental illness in commercial video games, the impact they may have on attitudes toward and understandings of mental illness, and how they could perpetuate stereotypes and/or stigma about mental illness. Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism. In addition, a few reviews have been published to evaluate the effectiveness of video game technology in the treatment of different mental health conditions (eg, depression and anxiety). Furthermore, novel research has focused on the impact of commercial games as health interventions, psychotherapy tools for assessment, and in teaching social skills. Zendle found that it was players’ frustration with game complexity and difficulty that led them to behave more aggressively after playing rather than the violent content within games.Įmerging literature has also identified the benefits of playing video games in promoting better attention, memory and problem-solving skills, and enhancing one’s ability to cope with failures, manage emotions, and socialize. Notably, Zendle critically analyzed the relationship between violent content in video games and aggressive behaviors. However, new emerging research challenges this body of work. The vast majority of research has focused on the negative impact of video games, describing their potential to lead to aggression, addiction, and depression. Given the popularity of video games among young people, researchers have been studying the role that this technology plays in promoting prosocial and antisocial behavior among players. First-person shooters, action, and sport games were the top types of video games played however, most youth did not limit themselves to just one game genre. In addition to console games (Xbox, PlayStation, or Wii), youth reported playing games on their desktop or laptop computers. Contrary to a popular belief that views video game playing as a solitary activity, most youth (76%) played video games with others in person or on the Web, and only 24% played alone. In a US national survey, 1102 teens aged 12 to 17 years described video gaming as a daily activity. More than 1.8 billion people play video games worldwide.
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