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      Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture

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          Abstract

          Objective

          Up to three billion, of the eight billion people in the world, play videogames. Gaming is a significant global sociocultural influence. This primer will aid psychiatrists in understanding sociocultural milieux of gamers, who include patients and their communities.

          Method

          A rapid narrative review.

          Results

          Benefits include expression of personality, identity and culture through social aspects of gaming. Improved physical health, neurocognition, self-efficacy and quality of life are associated with gaming in those with certain mental health disorders including schizophrenia. Harms may include in-game discrimination, disordered gaming, as well as encouragement of online gambling. There is no longitudinal association between violent games and youth aggression.

          Conclusions

          Psychiatrists should enquire about gaming as part of the sociocultural milieux of patients’ lives, and the perceived mental health benefits and harms of gaming.

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          Most cited references31

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          Motivations for play in online games.

          An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.
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            Global prevalence of gaming disorder: A systematic review and meta-analysis

            Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.
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              When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being

              Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
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                Author and article information

                Journal
                Australas Psychiatry
                Australas Psychiatry
                spapy
                APY
                Australasian Psychiatry
                SAGE Publications (Sage UK: London, England )
                1039-8562
                1440-1665
                31 October 2023
                February 2024
                : 32
                : 1
                : 59-62
                Affiliations
                [1-10398562231211137]Academic Unit of Psychiatry and Addiction Medicine, Ringgold 2219, universityThe Australian National University; School of Medicine and Psychology, Canberra Hospital, Canberra, ACT, Australia; universityConsortium of Australian-Academic Psychiatrists for Independent Policy and Research Analysis (CAPIPRA); , Canberra, ACT, Australia
                [2-10398562231211137]Academic Unit of Psychiatry and Addiction Medicine, Ringgold 2211, universityThe Australian National University; School of Medicine and Psychology, Canberra Hospital, Canberra, ACT, Australia
                [3-10398562231211137]universityConsortium of Australian-Academic Psychiatrists for Independent Policy and Research Analysis (CAPIPRA); , Canberra, ACT, Australia; College of Medicine and Public Health, Ringgold 1065, universityFlinders University; , Adelaide, SA, Australia; Department of Psychiatry, Ringgold 2541, universityMonash University; , Clayton, VIC, Australia
                [4-10398562231211137]universityConsortium of Australian-Academic Psychiatrists for Independent Policy and Research Analysis (CAPIPRA); , Canberra, ACT, Australia; College of Medicine and Public Health, Ringgold 1065, universityFlinders University; , Adelaide, SA, Australia
                Author notes
                [*]Jeffrey CL Looi, Academic Unit of Psychiatry and Addiction Medicine, The Australian National University School of Medicine and Psychology, Building 4, Level 2, Canberra Hospital, PO Box 11, Garran, ACT 2605, Australia. Email: jeffrey.looi@ 123456anu.edu.au
                Author information
                https://orcid.org/0000-0003-3351-6911
                https://orcid.org/0000-0002-6931-2913
                https://orcid.org/0000-0002-9264-5310
                Article
                10.1177_10398562231211137
                10.1177/10398562231211137
                10809730
                37907239
                a609a383-3d31-499b-a3c1-f1b48a7ab8c2
                © The Royal Australian and New Zealand College of Psychiatrists 2023

                This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License ( https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page ( https://us.sagepub.com/en-us/nam/open-access-at-sage).

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                Categories
                Psychiatric Services
                Custom metadata
                ts10

                video gaming,online gaming,benefits,harms,sociocultural milieu

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