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The Collective Trust Game: An Online Group Adaptation of the Trust Game Based on the HoneyComb Paradigm
Published on: October 20, 2022
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Gaming- a bane or a boon-a systematic review
Nisha John1, Manoj Kumar Sharma1, Aruna Rose Mary Kapanee1
1National Institute of Mental Health and Neurosciences (NIMHANS), 560029, Bengaluru, Karnataka India.
Asian Journal of Psychiatry
|April 3, 2019
Summary
Online gaming
Area of Science:
- Psychology
- Sociology
- Health Sciences
Background:
- Online and video games have evolved from recreation to hazardous activities, impacting gamer well-being.
- Concerns exist regarding the potential negative effects of gaming on individuals and their relationships.
Purpose of the Study:
- To examine the associations between video/online gaming and its implications on users' biopsychosocial domains.
- To synthesize existing research on the effects of gaming on behavior, general health, and mental health.
Main Methods:
- Systematic review of online databases from 1997-2017.
- Utilized PICO guidelines, PRISMA flow diagram, and Rayyan software for study selection.
- Included 41 studies in the final analysis after cross-referencing.
Main Results:
- Video game choice is influenced by age, gender, parental mediation, and game characteristics.
- Excessive gaming negatively impacts individuals and interpersonal relationships, with internet addiction recognized in DSM V.
- Gamification shows benefits in social, educational, and health sectors across all ages.
Conclusions:
- Understanding the dual impact of gaming (addictive vs. beneficial) on biopsychosocial factors is crucial.
- Further research, including cross-cultural databases, is needed to fully grasp gaming's effects.
- The study highlights the need for a nuanced perspective on gaming's role in modern society.
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