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Psychiatry 1 LECT - Berkant GÜL
Psychiatry 1 LECT - Berkant GÜL
Berkant GÜL
62201805@mail.sfu.ac.at
Psychiatry I LECT
December 31,2022
2
Video Games
According to the Oxford Dictionary, a video game in which you press buttons to
control and move images on a screen (Oxford Learner's Dictionaries, 2022). Most of the time
you can control this image with a controller, this controller can be a keyboard, mouse,
gamepad, touch-screen and with the advancement of the technology you can control it with
movement. A video game and gaming industry itself much deeper than this simple
explanation therefore I am going to explain little more about it. First of all, a game is not just
an image its commonly combined with an audio. These images and audio are feedback of
what you do with a controller. You can play a game in various devices, in 2022 one of the
most common platforms to play video games are Sony PlayStation, Microsoft Xbox,
Computers (also include web games like Facebook and others), Nintendo Switch, tablets
The common view of video games and their effects on a person is changing with time.
Twenty or more years ago, video games much likely to be associated with aggression and
violence especially with younger people (under 18 ages), most of this assumptions or
research is mostly opinion biased and they are self-reported, violence was not the goal or the
achievement for playing video games it is enjoyment, overcoming the challenges and
freedom that video games provides (Jones, Scholes, Johnson, Katsikitis, & Carras, 2014).
Playing video games in children have mostly have benefits but also have its
drawbacks: between 4 and 6 ages of children showed social behaviors (more than usual) but
at the same time they showed violent behaviors too (Kovess-Masfety, et al., 2016). Addition
to those Japanese kids who played TV games were more friendly to others then who didn’t
study child with high playtime associated with high intellectual skills, academic
achievements and lower prevalence of mental health issues (Kovess-Masfety, et al., 2016, pp.
1-9). This information is more than 5 years ago and they are not new or fresh but with this
information we can say video games in children mostly beneficial and it may need more
research.
In USA, 24% of gamers are under 18 ages, 36% of gamers is 18 - 34, 13% of gamers
over 65 years old, 48% of video game players are identify as female and 52% are identify as
male. Lastly %65 of adults (18 years and older) and %71 of young population (under 18
years old) plays video game in USA (Entertainment Software Association, 2022). Nearly
everyone at least once in a lifetime plays a video game or seen a video game and with this
information, we can see how much is this, continuous players of videogames are larger than
most people think. Because of variety of videogames people of every age can find someone
to entertain themselves or find something useful or informative. With the gender equality and
LGBTQ+ movement some of the genre of games becoming much more accessible or familiar
to every gender. With time we began to see much more diverse important protagonist in
games and some of this started an argument because of this (e.g., Last of Us series). And
every year gender gap is closing little more which we can see with the statistics, In USA,
%59 of gamers identifies as male and 41% of gamers identifies as female in 2020
(Entertainment Software Association, 2020). In 2021, 55% of gamers identifies as male, 45%
identifies as female (Entertainment Software Association, 2021). Even though these statistics
only in USA we can still clearly see an increase in female population of players and with
young age population, therefore right know games in the lives of people of all genders and
ages. Addition to that quite a reasonable portion of these people are familiar with video
Autism spectrum disorder (ASD) also known as autism, ASD begins early in life and
has a specific impairment in social communications of person’s life and repetitive behavior
(Lord, et al., 2020). According to the Diagnostic and Statistical Manual of Mental Disorder,
Fifth Edition (DSM-5) autism spectrum disorder (ASD) consists of five main symptoms and
and interests, symptoms must be present in early development but could be masked,
symptoms must cause clinically impairment, not better explained by intellectual disability or
2013). Worldwide approximately 1 in 100 children diagnosed with autism spectrum disorder
in 2022 (Zeidan, et al., 2022). With all of this it isn’t easy to just ignore ASD, it will be
beneficial to find various ways to overcome and manage ASD or make it milder.
ASD can be hard to manage in clinic or in general expertise, video games can be an
alternative way for this. Studies show that therapeutic methods with video games are
substantially effective. Video games can be more auspicious for younger ages with that they
can improve participation, especially collaboration with other ASD diagnosed children
addition to that video games can be helpful for raising motivation for these children,
Although there is evidence that video games are helpful for ASD cases we shouldn’t
overlook their addictive parts of it, according to Micah O. Mazurek’s research some ASD
diagnosed children informed they may have tendency to become addicted to video games
Video game with ASD can be beneficial but at the same time they can be addictive, in
light of mentioned research it should be noted that selection, difficulties and genres of video
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games are crucial for ASD studies. Video games definitely can be helpful tool with autism
spectrum disorder. Most of these studies from recent years and as it stated in the citated
studies video games and ASD needs more research for mental health.
According to the Diagnostic and Statistical Manual of Mental Disorder, Fifth Edition
(DSM-5) depressive disorders can be categorized according to the duration, timing and
presumed etiology, some of the symptoms of depressive disorders are sleep and diet
disruption, fatigue, worthlessness, low mood and suicidal thoughts (American Psychiatric
Association, 2013). Depression is very common and broad disorder, approximately 3.8% of
the world population affected with depression disorder (World Health Organization, 2021).
According to the Diagnostic and Statistical Manual of Mental Disorder, Fifth Edition
(DSM-5) generalized anxiety disorder consist five main symptoms (categories): excessive
anxiety and worry, difficulty to control worry, anxiety is associated with 3 or more symptoms
disturbance), not better explained by another mental disorder, not attributable to the
Current studies with anxiety and depression disorder associated with video games are
mainly focused on video game genres or types therefore there will be a mention about genres
about video games. For both anxiety and depression’s negative emotional aspect video games
can be helpful or much accurately can be regulative, especially with popular MOBA genre of
video games (Bonnaire & Baptista, 2019). Easy to use, fast paced casual video games may
have an effect on anxiety and depressive disorders, casual games were reported that they may
have been exceptional for reducing anxiety, although casual games can be much affective for
anxiety casual games have reducing symptoms of depression disorder (Pine, Fleming,
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McCallum, & Sutcliffe, 2020). To reduce anxieties tension on the patient there is a
gamification idea of relaxing and winning, basically as long as you relax you are going to win
the game and this process is measured with skin response of the person (John Sharry, 2003).
It is important to note that most of this study indicates that there is a need for more research
in this area. According to these studies we can clearly say video games can be an useful tool
On mental health, video games can also be used for research and observation. For
example, there is a trust video game study concerning social anxiety, this study uses video
games to model neural activity in social anxiety patients (Sripada, et al., 2009). With this
research we can assume video games can be used as a modest way to research disorders.
In conclusion, currently video games are in everyone’s life and we are constantly
exposed to them, video game industry and technology is still growing as it grow it will have
more affect in our lives. Video games can cause issues in our lives for example, they can be
addictive beginning early ages or they can disrupt our sleeping schedule and diet patterns.
But at the same time, we can’t overlook their positive effects with disorders, video games can
be a very useful tool for therapeutic effects or research purposes. Because of video games
have various types and genres we need to find and utilize right combinations for our
purposes. As mentioned in the studies, video games with mental health studies needs more
research.
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References
American Psychiatric Association. (2013). DSM-5 : Diagnostic and statistical manual of
Bonnaire, C., & Baptista, D. (2019). Internet gaming disorder in male and female young
adults: the role of alexithymia, depression, anxiety and gaming type. Psychiatry
Research.
Entertainment Software Association. (2020). 2020 Essential Facts About the Video Game
facts/
Entertainment Software Association. (2021). 2021 Essential Facts About the Video Game
facts-about-the-video-game-industry/
Entertainment Software Association. (2022, June). 2022 Essential Facts About the Video
facts-about-the-video-game-industry/#:~:text=We%20are%20united%20through
%20the,backgrounds%E2%80%94play%20video%20games%20regularly.
Jiménez-Muñoz, L., Peñuelas-Calvo, I., Calvo-Rivera, P., Díaz-Oliván, I., Moreno, M., Baca-
García, E., & Porras-Segovia, A. (2021). Video Games for the Treatment of Autism
Disorders, 1-20.
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John Sharry, M. M. (2003). Relax To Win: Treating children with anxiety problems with a
Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C. (2014). Gaming well:
Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., . . . Pez, O.
(2016). Is time spent playing video games associated with mental health, cognitive
and social skills in young children? Springer-Verlag Berlin Heidelberg 2016, 7-8.
Lord, C., Brugha, T. S., Charman, T., Cusack, J., Dumas, G., Frazier, T., . . . Veenstra-
1-18.
Mazurek, M. O., Engelhardt, C. R., & Clark, K. E. (2015). Video games from the perspective
Oxford Learner's Dictionaries. (2022). Video Game. Retrieved from Oxford Learner's
Dictionaries: https://www.oxfordlearnersdictionaries.com/definition/english/video-
game?q=Video+games
Pine, R., Fleming, T., McCallum, S., & Sutcliffe, K. (2020). The Effects of Casual
Sripada, C. S., Angstadt, M., Banks, S., Nathan, P. J., Liberzon, I., & Phan, K. L. (2009).
World Health Organization. (2021, September 13). Depression: World Health Organization.
sheets/detail/depression
Zeidan, J., Fombonne, E., Scorah, J., Ibrahim, A., Durki, M. S., & Shekhar Saxena, A. Y.