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      Gaming well: links between videogames and flourishing mental health

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          Abstract

          This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's ( Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's ( Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.

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          Most cited references54

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          Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.

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            The mental health continuum: from languishing to flourishing in life.

            This paper introduces and applies an operationalization of mental health as a syndrome of symptoms of positive feelings and positive functioning in life. Dimensions and scales of subjective well-being are reviewed and conceived of as mental health symptoms. A diagnosis of the presence of mental health, described as flourishing, and the absence of mental health, characterized as languishing, is applied to data from the 1995 Midlife in the United States study of adults between the ages of 25 and 74 (n = 3,032). Findings revealed that 17.2 percent fit the criteria for flourishing, 56.6 percent were moderately mentally healthy, 12.1 percent of adults fit the criteria for languishing, and 14.1 percent fit the criteria for DSM-III-R major depressive episode (12-month), of which 9.4 percent were not languishing and 4.7 percent were also languishing. The risk of a major depressive episode was two times more likely among languishing than moderately mentally healthy adults, and nearly six times greater among languishing than flourishing adults. Multivariate analyses revealed that languishing and depression were associated with significant psychosocial impairment in terms of perceived emotional health, limitations of activities of daily living, and workdays lost or cutback. Flourishing and moderate mental health were associated with superior profiles of psychosocial functioning. The descriptive epidemiology revealed that males, older adults, more educated individuals, and married adults were more likely to be mentally healthy. Implications for the conception of mental health and the treatment and prevention of mental illness are discussed.
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              The Motivational Pull of Video Games: A Self-Determination Theory Approach

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                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                31 March 2014
                2014
                : 5
                : 260
                Affiliations
                [1] 1Faculty of Arts and Business, University of the Sunshine Coast Maroochydore, QLD, Australia
                [2] 2Science and Engineering Faculty, Queensland University of Technology Brisbane, QLD, Australia
                [3] 3School of Public Health, Johns Hopkins University, Baltimore MD, USA
                Author notes

                Edited by: Steven E. Mock, University of Waterloo, Canada

                Reviewed by: Matthew Schlesinger, Southern Illinois University, USA; Courtney Plante, University of Waterloo, Canada

                *Correspondence: Christian M. Jones, Faculty of Arts and Business, University of the Sunshine Coast, Locked Bag 4, Maroochydore, QLD 4558, Australia e-mail: cmjones@ 123456usc.edu.au

                This article was submitted to Developmental Psychology, a section of the journal Frontiers in Psychology.

                Article
                10.3389/fpsyg.2014.00260
                3978245
                24744743
                d68a8a3d-034d-49b0-a377-33c8e640f396
                Copyright © 2014 Jones, Scholes, Johnson, Katsikitis and Carras.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 20 December 2013
                : 10 March 2014
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 69, Pages: 8, Words: 0
                Categories
                Psychology
                Original Research Article

                Clinical Psychology & Psychiatry
                videogames,mental health,well-being,perma,seligman,flourishing
                Clinical Psychology & Psychiatry
                videogames, mental health, well-being, perma, seligman, flourishing

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