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The growing popularity of video games has sparked both interest and concern regarding their impact on mental health. While they offer therapeutic and cognitive benefits, recent studies reveal a complex relationship that can include risks such as increased anxiety and, in extreme cases, the emergence of psychotic disorders in adolescents. In light of this, experts emphasize the importance of responsible consumption and early intervention in risk situations.
The world of video games has evolved enormously, from its humble beginnings to becoming an omnipresent cultural phenomenon. Today, video games are not simply a form of entertainment, but a multifaceted medium that spans a wide range of genres and platforms. From immersive virtual worlds to strategic challenges, video games offer experiences that captivate millions of people around the world. However, this popularity is not without concerns, especially regarding its impact on mental health.
The COVID-19 pandemic in 2020 brought with it a significant increase in video game consumption. Due to confinement, many people turned to this form of entertainment to cope with stress and anxiety. This increase in time dedicated to video games has led to greater scrutiny of their effects on psychological well-being, generating ongoing debate within the scientific community.

To delve deeper into this topic, researchers Ishan N. Vengurlekar and Koushik R. Thudi conducted a study involving 311 participants. The aim was to distinguish how the time spent playing and different video game genres could correlate with symptoms of anxiety and stress among college students. Although specific genres like shooting and strategy games showed variable effects on stress levels, the researchers found that the total time spent playing was not significantly associated with variations in anxiety or stress levels. However, one exception was noted: students who spent more time on life simulation games tended to exhibit slightly higher levels of anxiety compared to the rest.

Beyond the university context, video games have emerged as a promising therapeutic tool to address mental health issues. Platforms like AutisMIND offer interactive experiences designed to foster social interaction and autonomy in people with autism spectrum disorder. Developed by Alex Escolà and the team of psychologists from the Institute of Diagnostic and Psychiatric and Psychological Care of Barcelona, in collaboration with Parc Sanitari Sant Joan de Déu, Fundació Aura, Fundació Friends, and Specialisterne, this application has an interactive story format that allows users to make decisions about the narrative course of the story, helping them learn to foresee scenarios and understand the consequences of their actions.
However, despite these potential benefits, concerns persist about the possible negative consequences of excessive gaming, especially among adolescents. A study conducted by Valerio Ricci, Domenico De Berardis, Giuseppe Maina, and Giovanni Martinotti offers a clinical perspective on the relationship between online video game overuse disorder and psychotic disorders in adolescents. This research focuses on two clinical cases of adolescents with early-onset psychosis associated with abusive video game consumption. Neither of the two cases had a family history of psychiatric disorders, and medical examinations indicated that the patients did not use drugs. The authors concluded that although more research is needed, they found underlying mechanisms that could trigger the development of psychosis in adolescents, highlighting the importance of early recognition and intervention in these cases.
While video games offer a variety of cognitive and social benefits, including stress relief and improved problem-solving skills, their effects on mental health remain complex and multifaceted. It is important to approach video game consumption and mental health from multiple perspectives, integrating academic research, clinical experience, and active community participation in the dialogue on this crucial contemporary societal issue.
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