Can Video Games Cause Anxiety?

Video games have become an integral part of modern culture, providing entertainment, social interaction, and even mental stimulation. However, the relationship between video games and anxiety is a topic of considerable interest and debate. Some researchers argue that excessive gaming can lead to anxiety disorders, while others suggest that video games can be a beneficial form of mental health support. This article aims to provide a comprehensive understanding of this relationship, drawing on the latest research and expert opinions.

Importance of Understanding the Relationship between Video Games and Anxiety.

Understanding the relationship between video games and anxiety is crucial for several reasons. Firstly, it can help us to better understand the mental health implications of video gaming, which can in turn inform policies and practices related to video game usage.

Secondly, it can help individuals who are concerned about their gaming habits and their mental health to make informed decisions about their gaming behavior. Lastly, it can help to dispel myths and misconceptions about video games and anxiety, promoting a more balanced and accurate understanding of this topic.

The Role of Video Games in Anxiety Development.

Video games can contribute to anxiety in several ways. One of the most common ways is through the development of gaming disorder, a condition characterized by a persistent and escalating use of video games that interferes with daily life. This can lead to symptoms such as withdrawal from social activities, excessive time spent gaming, and preoccupation with gaming.

  • Gaming disorder can also lead to feelings of guilt and shame, as individuals may struggle to control their gaming habits despite recognizing the negative impacts on their lives.
  • It can also lead to feelings of isolation, as individuals may spend more time gaming than interacting with others.
  • Finally, gaming disorder can lead to feelings of anxiety and stress, as individuals may struggle to cope with the demands and expectations associated with gaming.

The Benefits of Video Games in Mental Health.

Despite the potential negative impacts, video games can also have several benefits for mental health. They can provide a form of escapism, allowing individuals to temporarily forget about their worries and focus on the game.

  • Video games can also promote social interaction, as they often involve multiplayer modes that allow individuals to interact with others.
  • They can also stimulate the brain, providing a form of mental exercise that can help to improve cognitive function.
  • Finally, video games can provide a sense of achievement and accomplishment, which can be beneficial for self-esteem and confidence.

Balancing Video Games and Mental Health.

While video games can have both positive and negative impacts on mental health, it’s important to strike a balance. Too much gaming can lead to anxiety and other mental health issues, while not enough gaming can also lead to feelings of boredom and dissatisfaction.

Can Video Games Cause Anxiety?
  • It’s important to set boundaries for gaming, such as limiting the amount of time spent gaming each day and ensuring that gaming does not interfere with other important aspects of life.
  • It’s also important to take regular breaks from gaming, to allow the brain to rest and recharge.
  • Finally, it’s important to engage in other forms of mental stimulation and social interaction, to ensure a well-rounded mental health lifestyle.

In conclusion, while video games can contribute to anxiety, they can also provide numerous benefits for mental health. It’s important to approach video gaming with a balanced perspective, understanding both the potential risks and benefits, and taking steps to mitigate any negative impacts.

II. Benefits of Video Games for Mental Health.

Cognitive Benefits of Playing Video Games Regularly.

Playing video games regularly can have several cognitive benefits. According to a study published in the Journal of the American Medical Association, children who reported playing video games for three hours per day or more performed better on cognitive skills tests involving impulse control and working memory compared to children who had never played video games.

This suggests that video games can help improve cognitive function, which can be beneficial for mental health.

  • The study also found that children who played video games for three or more hours per day showed higher brain activity in regions of the brain associated with attention and memory. This indicates that video games can stimulate brain activity and improve cognitive function.
  • Furthermore, the study found that children who played video games for three or more hours per day showed more brain activity in frontal brain regions that are associated with more cognitively demanding tasks. This suggests that video games can help improve cognitive performance, which can be beneficial for mental health.

Mental Health Benefits Associated with Playing Commercial Video Games to Address Symptoms of Depression and Anxiety.

Commercial video games can also provide mental health benefits, particularly for individuals who are dealing with symptoms of depression and anxiety.

According to a review of studies published in the Journal of the American Psychological Association, commercial video games can help with trauma recovery and can act as distractions from pain and psychological trauma.

They can also help people who are dealing with mental disorders like anxiety, depression, attention deficit hyperactivity disorder (ADHD), and post-traumatic stress disorder (PTSD).

  • The review also found that commercial video games can help individuals feel accomplished, which can improve their overall well-being. This sense of achievement is heightened when individuals play games that give them trophies or badges for certain goals.
  • Finally, commercial video games can help individuals learn how to cope with failure and keep trying, which can be an important tool for mental health recovery.

Recommendations for Mental Health Professionals.

Mental health professionals can recommend video games as a form of mental health support for their patients. According to a review of studies published in the Journal of the American Psychological Association, video games can help with trauma recovery and can act as distractions from pain and psychological trauma. They can also help people who are dealing with mental disorders like anxiety, depression, ADHD, and PTSD.

  • Mental health professionals can recommend commercial video games that are designed to provide mental health support, such as games that involve problem-solving, strategy, and planning.
  • They can also recommend games that involve social interaction, as these can help individuals to improve their social skills and reduce feelings of isolation.
  • Finally, mental health professionals can recommend games that provide a sense of accomplishment, as these can help individuals to improve their self-esteem and reduce feelings of anxiety and depression.

III. Video Games for Anxiety Treatment.

Studies Investigating Casual Video Games (CVGs) for Treating Anxiety, Depression, Stress, or Low Mood.

Several studies have investigated the use of casual video games (CVGs) as a potential treatment for anxiety, depression, stress, and low mood.

A systematic review of the literature on the use of commercial off-the-shelf video games for reducing stress and anxiety found that the efficacy of these games was demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games.

Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Interestingly, even single and short sessions of play had benefits in reducing stress and anxiety.

Can Video Games Cause Anxiety?
  • The review also found that the majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety.
  • The review also highlighted that the effects of these games strongly depend on specific characteristics of the games, such as the genre, platform, and time of play.

Evidence of Commercial Video Games Successfully Combating Symptoms of Depression, Anxiety, and Stress During the COVID-19 Pandemic.

During the COVID-19 pandemic, commercial video games have been successfully used to combat symptoms of depression, anxiety, and stress. For instance, a collaboration between a mental health organization and a video game company developed a video game that incorporated cognitive behavioral therapy (CBT) exercises to address stress.

The findings demonstrated good usability of the video game and a significant reduction in users’ perceived stress within a short time frame.

  • The game was designed to be inclusive, secure, and ethical, making it accessible to users with different abilities. Participants used the game an average of six times over a span of two weeks.
  • While the game was found to be a promising strategy for helping people with their stress and anxiety, further studies are needed to examine its real-world effectiveness in reducing anxiety.

Commercial Video Games Effectively Used to Address Symptoms of Anxiety Disorders, Help Treat General Symptoms of Anxiety, Reduce Measures of Social Anxiety, and Promote Anxiety Prevention.

Commercial video games have also been effectively used to address symptoms of anxiety disorders and help treat general symptoms of anxiety. A systematic review of the literature on the use of commercial off-the-shelf video games for reducing stress and anxiety found that playing a CVG under a prescribed condition added to an individual’s medication regimen significantly reduced state anxiety symptom severity and had a medium effect on trait anxiety compared with the medication intervention alone.

  • The review also found that playing a CVG within a brief cognitive intervention reduced the frequency of intrusive traumatic memories after emergency cesarean section, but did not affect anxiety or depression.
  • The review also highlighted that the effects of these games strongly depend on specific characteristics of the games, such as the genre, platform, and time of play.

III. Video Games for Anxiety Treatment.

Studies Investigating Casual Video Games (CVGs) for Treating Anxiety, Depression, Stress, or Low Mood.

Several studies have investigated the use of casual video games (CVGs) as a potential treatment for anxiety, depression, stress, and low mood.

A systematic review of the literature on the use of commercial off-the-shelf video games for reducing stress and anxiety found that the efficacy of these games was demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games.

Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Interestingly, even single and short sessions of play had benefits in reducing stress and anxiety.

  • The review also found that the majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety.
  • The review also highlighted that the effects of these games strongly depend on specific characteristics of the games, such as the genre, platform, and time of play.

Evidence of Commercial Video Games Successfully Combating Symptoms of Depression, Anxiety, and Stress During the COVID-19 Pandemic.

During the COVID-19 pandemic, commercial video games have been successfully used to combat symptoms of depression, anxiety, and stress. For instance, a collaboration between a mental health organization and a video game company developed a video game that incorporated cognitive behavioral therapy (CBT) exercises to address stress. The findings demonstrated good usability of the video game and a significant reduction in users’ perceived stress within a short time frame.

  • The game was designed to be inclusive, secure, and ethical, making it accessible to users with different abilities. Participants used the game an average of six times over a span of two weeks.
  • While the game was found to be a promising strategy for helping people with their stress and anxiety, further studies are needed to examine its real-world effectiveness in reducing anxiety.

Commercial Video Games Effectively Used to Address Symptoms of Anxiety Disorders, Help Treat General Symptoms of Anxiety, Reduce Measures of Social Anxiety, and Promote Anxiety Prevention

Commercial video games have also been effectively used to address symptoms of anxiety disorders and help treat general symptoms of anxiety.

A systematic review of the literature on the use of commercial off-the-shelf video games for reducing stress and anxiety found that playing a CVG under a prescribed condition added to an individual’s medication regimen significantly reduced state anxiety symptom severity and had a medium effect on trait anxiety compared with the medication intervention alone.

  • The review also found that playing a CVG within a brief cognitive intervention reduced the frequency of intrusive traumatic memories after emergency cesarean section, but did not affect anxiety or depression.
  • The review also highlighted that the effects of these games strongly depend on specific characteristics of the games, such as the genre, platform, and time of play.

V. Exploring the Relationship Between Social Gaming, Anxiety, and Loneliness.

Study Investigating the Relationship Between Social Gaming, Anxiety, and Loneliness.

A study conducted by researchers at the University of North Carolina investigated the relationship between social gaming, anxiety, and loneliness. The researchers used the popular game Animal Crossing: New Horizons (ACNH) as a case study, asking players about their video game habits and engagement with the game both before and during the COVID-19 pandemic. They also asked about the players’ feelings regarding anxiety and loneliness.

  • The researchers predicted that players who engaged more with the game would have decreased feelings of loneliness and anxiety. However, they found the opposite; increased hours of gameplay resulted in higher feelings of loneliness and anxiety. This could be due to how or why people were using the game, such as as a coping mechanism, rather than the experience of gaming itself.
  • Participants with higher levels of anxiety were likely to engage in certain social aspects of ACNH, perhaps suggesting that these individuals were using the social aspects of the game as a substitute for in-person interaction during the pandemic.

New Horizons (ACNH) Before and During the Pandemic, as Well as Feelings Regarding Anxiety and Loneliness.

In the study, players were asked questions about their experiences related to their video game habits and their engagement with ACNH before and during the pandemic, in addition to questions about their feelings regarding anxiety and loneliness.

Can Video Games Cause Anxiety?
  • Based on past research, the team predicted that players who engaged more with the game would have decreased feelings of loneliness and anxiety, but that wasn’t the case. They actually found the opposite; increased hours of gameplay resulted in higher feelings of loneliness and anxiety.
  • The researchers found that participants with higher levels of anxiety were likely to engage in certain social aspects of ACNH, perhaps suggesting that these individuals were using the social aspects of the game as a substitute for in-person interaction during the pandemic.
  • The key to this research is establishing that there is a relationship between social gaming and anxiety and loneliness. The researchers can’t yet say the direction of the impact, but social gaming may be particularly consequential or a coping mechanism for those with higher anxiety, which is something that should continue to be studied.

The relationship between social gaming, anxiety, and loneliness is complex and multifaceted. While some players may use social gaming as a coping mechanism during times of social isolation, others may experience increased feelings of loneliness and anxiety. More research is needed to fully understand this relationship and develop strategies to mitigate any negative impacts.

VI. Latest Developments.

New Report Found Mounting Evidence That Commercial Video Games Could Help Alleviate Depression and Anxiety.

A recent systematic review by Zayeni et al. [74] found that some commercially available video games can be effectively used to address some of the symptoms of anxiety disorders, help treat general symptoms of anxiety (e.g., MindLight and Max and the Magic Marker), reduce measures of social anxiety (e.g., Adventures aboard the S.S. GRIN), and promote anxiety prevention (e.g., Rayman).

Furthermore, Ohannessian [110] found that web-based video games lowered anxiety levels and increased levels of social connectedness in adolescent boys. Moreover, an intervention by Fish et al [84] compared a prescribed 30- to 45-minute session of Plants vs. Zombies, a tower defense game, 4 times per week with a traditional pharmacological selective serotonin reuptake inhibitors treatment for individuals with depression and comorbid anxiety.

This study revealed a greater reduction in state anxiety severity (State-Trait Anxiety Inventory questionnaire) [111] in the gaming group than in the medication group. Similarly, prescribed commercial casual video games have been shown to significantly decrease both state and trait anxiety in patients diagnosed with depression and comorbid anxiety [68].

Use of Commercial Video Games Beneficial in Facilitating Anxiety Management in a Clinical Setting.

The advent of virtual reality (VR) video games at home has begun, and with it, researchers and video game companies are beginning to find new solutions to address mental health support through VR gaming [113].

A recently published study by Pallavicini and Pepe [114] showed significant decreases in state anxiety and negative emotions, accompanied by increased levels of positive emotions, for young adults who played the commercially available VR games Fruit Ninja VR and Audioshield.

Commercially available VR video games have great potential and are well suited for the implementation of cognitive behavioral techniques for the treatment of depressive and anxiety disorders. Given the immersive nature of VR technology and the controllability of the virtual environment, it could be particularly well suited for use in exposure therapy.

Exposure therapy is often prescribed to individuals with anxiety disorders [115]. Although research is still preliminary, VR commercial video games show great promise for treating and coping with symptoms of mental health issues; however, further scientific research is required to validate these initial promising findings.

Video Games Could Hold Untapped Potential in the Treatment of Mental Illness.

Mental health treatment options often emphasize the role of active involvement in the therapeutic process [116, 117], which often results in reduced anxiety levels and stress-related symptoms.

Pine et al [79] suggested that providing an option to choose among many casual video game options might be important in promoting autonomy and, thus, may increase the positive outcomes of interventions using commercial video games.

Given the large variety (>1 million) [118] of existing commercial video games and varied means of their delivery (PCs, phones, tablets, consoles, and VR) on the market, there is a great opportunity for therapists and researchers to examine this wide range of commercially available games within the broad context of mental health.

Therefore, further research should investigate the theoretical underpinnings of the effect of video game play on mitigating mental health symptoms. Although a growing body of research has examined the influence of commercial video gaming on mental health in diverse settings, the emphasis of future work should be on various populations and across different demographics.

With the increased prevalence of mental health disorders, each age group could find a selection of commercial video games that are well suited for their needs, preferences, and age-related demands.

Were there any differences in the findings between the pre-pandemic and post-pandemic engagement with ACNH?

The study conducted by researchers at the University of North Carolina investigating the relationship between social gaming, anxiety, and loneliness using Animal Crossing: New Horizons (ACNH) as a case study, found differences in engagement and feelings of anxiety and loneliness between pre-pandemic and post-pandemic periods.

  • During the pre-pandemic period, the study found that increased hours of gameplay were associated with decreased feelings of loneliness and anxiety. This could be due to the fact that social interactions were more readily available and less dependent on the virtual world of the game.
  • However, during the pandemic, the study found that increased hours of gameplay were associated with increased feelings of loneliness and anxiety. This could be due to the fact that the pandemic has caused a significant shift towards virtual interactions, and the social aspects of the game may have become more isolated and less satisfying.

The study also found that participants with higher levels of anxiety were more likely to engage in certain social aspects of ACNH during the post-pandemic period. This suggests that these individuals may have been using the social aspects of the game as a substitute for in-person interaction during the pandemic.

These findings highlight the complex relationship between video gaming, anxiety, and loneliness, and the potential impact of external factors such as the COVID-19 pandemic on this relationship. More research is needed to fully understand this relationship and to develop strategies to mitigate any negative impacts.You should read another article i wrote about >>>> Can Video Games Cause Seizures? to learn more.


Sarah Martinez

Sarah Martinez

Sarah “GameSiren” Martinez I am an influential force in the dynamic realm of video games, serving as the Co-Founder and Creative Director and author here at Gamesffy Inc.I am A luminary figure with a profound appreciation for the artistry within gaming, I am here to provide you with top notch info about gaming, NICE READING HERE!

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