Published on in Vol 8, No 8 (2021): August

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/28150, first published .
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review

Journals

  1. Balcombe L, De Leo D. The Potential Impact of Adjunct Digital Tools and Technology to Help Distressed and Suicidal Men: An Integrative Review. Frontiers in Psychology 2022;12 View
  2. Balcombe L, De Leo D. Digital Mental Health Amid COVID-19. Encyclopedia 2021;1(4):1047 View
  3. Ong T, Wilczewski H, Soni H, Nisbet Q, Paige S, Barrera J, Welch B, Bunnell B. The Symbiosis of Virtual Reality Exposure Therapy and Telemental Health: A Review. Frontiers in Virtual Reality 2022;3 View
  4. Alanko D. The Health Effects of Video Games in Children and Adolescents. Pediatrics In Review 2023;44(1):23 View
  5. Pallavicini F, Pepe A, Mantovani F. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychology, Behavior, and Social Networking 2022;25(6):334 View
  6. Almigbal T, Alrasheed A, Almutairi E, Alrehaili R, Alzahrani A, Alhassan N, Aldekhyyel R, Batais M, Surendiran B. Relationship between Medical Students’ Perceived Stress and Gaming Behavior at King Saud University. BioMed Research International 2022;2022:1 View
  7. Greitemeyer T. The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology 2022;46:101326 View
  8. Minian N, Saiva A, Gayapersad A, Dragonetti R, Proulx C, Debergue P, Lecce J, Hussain S, Desjardins E, Selby P. Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study. JMIR Formative Research 2022;6(5):e36820 View
  9. Balcombe L, De Leo D. Human-Computer Interaction in Digital Mental Health. Informatics 2022;9(1):14 View
  10. Pallavicini F, Orena E, Achille F, Cassa M, Vuolato C, Stefanini S, Caragnano C, Pepe A, Veronese G, Ranieri P, Fascendini S, Defanti C, Clerici M, Mantovani F. Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study. Applied Sciences 2022;12(18):9110 View
  11. Addimando L. Distance Learning in Pandemic Age: Lessons from a (No Longer) Emergency. International Journal of Environmental Research and Public Health 2022;19(23):16302 View
  12. Pallavicini F, Pepe A, Clerici M, Mantovani F. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review. JMIR Serious Games 2022;10(4):e35000 View
  13. Seddighi G. Taking a Dialogical Approach to Guiding Gaming Practices in a Non-Family Context. Media and Communication 2022;10(4):328 View
  14. Ka-Yee Essoe J, Patrick A, Reynolds K, Schmidt A, Ramsey K, McGuire J. Recent Advances in Psychotherapy with Virtual Reality. Advances in Psychiatry and Behavioral Health 2022;2(1):79 View
  15. Niu G, Jin S, Xu F, Lin S, Zhou Z, Longobardi C. Relational Victimization and Video Game Addiction among Female College Students during COVID-19 Pandemic: The Roles of Social Anxiety and Parasocial Relationship. International Journal of Environmental Research and Public Health 2022;19(24):16909 View
  16. Ju U. Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay. Frontiers in Human Neuroscience 2022;16 View
  17. Klimczyk P. What is the post-game depression? A narrative inquiry. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2023;17(2) View
  18. Bocci F, Ferrari A, Sarini M. Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach. Healthcare 2023;11(12):1767 View
  19. Nguyen A, Bavelier D. Play in video games. Neuroscience & Biobehavioral Reviews 2023;153:105386 View
  20. Nekar D, Kang H, Lee J, Oh S, Yu J. Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities. Games for Health Journal 2023;12(5):405 View
  21. Chien C, Ho Y, Hou H. Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game. Journal of Educational Computing Research 2024;62(1):376 View
  22. Looi J, Wilkes F, Bastiampillai T, Allison S. Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture. Australasian Psychiatry 2024;32(1):59 View
  23. Vengurlekar I, Thudi K. College Student Video Gaming: Risk or Resilience for Mental Health?. Psychological Reports 2023 View
  24. MERCAN UZUN E, BÜTÜN E, ÖZDEMİR Y. Ebeveynlerin Gözünden Çocuklarının Dijital Oyun Oynama Alışkanlıklarının Değerlendirilmesi. Erzincan Üniversitesi Eğitim Fakültesi Dergisi 2023;25(1):9 View
  25. Prabhu V, Sprouse H, Brignull C, Snider R, Tanner S, Adams K, B. Nisonson A, Hand W, Epling J. The Impact of Virtual Reality on Anxiety and Pain During US-Guided Breast Biopsies: A Randomized Controlled Clinical Trial. Journal of Breast Imaging 2024;6(1):45 View
  26. Piekema L, ten Brug A, Waninge A, van der Putten A. From assistive to inclusive? A systematic review of the uses and effects of technology to support people with pervasive support needs. Journal of Applied Research in Intellectual Disabilities 2024;37(2) View
  27. Reer F, Siitonen M, De La Hera T. Editorial: The dark and the light side of gaming. Frontiers in Psychology 2024;14 View
  28. Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396 View
  29. Wong R, Tung K, Ho F, Wong W, Chow C, Chan K, Fu K, Ip P. Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial. Journal of Medical Internet Research 2024;26:e51908 View
  30. Tu J, Jia X. A Study on Immersion and Intention to Pay in AR Broadcasting: Validating and Expanding the Hedonic Motivation System Adoption Mode. Sustainability 2024;16(5):2040 View
  31. Farmer G, Lloyd J. Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage. Healthcare 2024;12(7):772 View
  32. Chien C, Chan H, Hou H. Learning by playing with generative AI: design and evaluation of a role-playing educational game with generative AI as scaffolding for instant feedback interaction. Journal of Research on Technology in Education 2024:1 View
  33. Cregan S, Toth A, Campbell M. Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games. Frontiers in Psychology 2024;15 View
  34. Franceschini S, Puccio G, Bertoni S, Gori S, Mascheretti S, Fusina F, Angrilli A, Facoetti A. The Benefits of Playing Action-Like Video Games on Salience Processing. International Journal of Human–Computer Interaction 2024:1 View
  35. Assanovich M, Skugarevsky O, Kaspartov M, Sokol A. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study. Games for Health Journal 2024;13(5):354 View
  36. Ciubean A, Popa T, Ciortea V, Dogaru G, Ungur R, Borda I, Irsay L. „Digital therapeutics” in musculoskeletal pain management: a narrative review of Gamification, Virtual Reality and Augmented Reality approaches. Balneo and PRM Research Journal 2024;15(Vol.15, no. 2):691 View
  37. He E, Arshad F, Li B, Brinda R, Ganesan A, Zhang L, Fehr S, Renavikar M, Rodriguez S, Wang E, Rosales O, Caruso T. Awe Inducing Elements in Virtual Reality Applications: A Prospective Study of Hospitalized Children and Caregivers. Games for Health Journal 2024 View
  38. Everri M, Heitmayer M. Cyborg Children: A Systematic Literature Review on the Experience of Children Using Extended Reality. Children 2024;11(8):984 View
  39. Egami H, Rahman M, Yamamoto T, Egami C, Wakabayashi T. Causal effect of video gaming on mental well-being in Japan 2020–2022. Nature Human Behaviour 2024;8(10):1943 View
  40. Tung W, Baker R, Toy K, Eftekhari M, Casey G, Jahani R, Bono C, Harteveld C, Bejarano-Pineda L, Ashkani-Esfahani S. Gamification and Serious Games in Orthopedic Education: A Systematic Review. Cureus 2024 View
  41. Anjum R, Nodi N, Das P, Roknuzzaman A, Sarker R, Islam M. Exploring the association between online gaming addiction and academic performance among the school‐going adolescents in Bangladesh: A cross‐sectional study. Health Science Reports 2024;7(9) View
  42. Holl E, Sischka P, Wagener G, Melzer A. The Motivation to Play Scale (MOPS) - introducing a validated measure of gaming motivation. Current Psychology 2024;43(39):31068 View
  43. Taspinar F, Turkmen A. The impact of kaleidoscope on children’s pain and fear during sutures. International Emergency Nursing 2024;77:101521 View
  44. Mirhadi S, Iacovides I, Denisova A. Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategies during Difficult Life Challenges. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  45. Wagener G, Melzer A. Self-reported and physiological stress indicators and the moderating role of the Dark Tetrad in violent and non-violent gaming. Physiology & Behavior 2025;288:114724 View
  46. Raihan 'Ainun Hasanah , Latifah M, Krisnatuti D. PROBLEMATIC INTERNET USE: EXAMINING PARENTS-ADOLESCENT COMMUNICATION AND SELF-CONTROL WITH STRESS LEVEL AS MEDIATOR. Jurnal Ilmu Keluarga dan Konsumen 2023;16(1):61 View

Books/Policy Documents

  1. Copeman M, Freeman J. HCI in Games. View
  2. Fernández Santana A, Pina Amargós J, Socorro Llanes R. Applications and Usability of Interactive TV. View