SpazioGames Logo
Vai a Cultura POP
  • News
    News Recensioni Anteprime Rubriche Speciali Guide Prossime Uscite
  • Recensioni
    Scegli per console
    • Playstation 5
    • Xbox Series X/S
    • Nintendo Switch 2
    • Win / Steam
    Editor's Choice

    Scopri i titoli premiati
    dalla redazione di
    SpazioGames

    Ultimi giochi »
    Editor's Choice
    Recensione Gears of War E-Day, bentornati COG!
    9

    Recensione Gears of War E-Day, bentornati COG!

    Recensione Ace Combat 8: Wings of Theve, leggenda dei cieli
    9

    Recensione Ace Combat 8: Wings of Theve, leggenda dei cieli

    Com'è Dragon Quest XI: Echi di un'era perduta su Switch?
    -

    Com'è Dragon Quest XI: Echi di un'era perduta su Switch?

    Recensione Silent Hill Townfall, la paura cambia prospettiva
    7.5

    Recensione Silent Hill Townfall, la paura cambia prospettiva

    Recensione EA Sports FC 27, il calcio si riprende spazio
    8.8

    Recensione EA Sports FC 27, il calcio si riprende spazio

    Recensione Control Resonant, una New York da incubo
    8

    Recensione Control Resonant, una New York da incubo

    Ultimi prodotti »
    Recensione Secretlab Magnus Pro, la miglior scrivania che si possa desiderare
    9

    Recensione Secretlab Magnus Pro, la miglior scrivania che si possa desiderare

    Editor's Choice
    Recensione ASUS ROG Flow Z13 Kojima Productions, bello e impossibile!
    9

    Recensione ASUS ROG Flow Z13 Kojima Productions, bello e impossibile!

  • Originals
  • Quiz
  • Forum
  • Social
      Youtube Facebook Twitter Threads Tiktok Twitch Instagram Telegram Feed
Vai a Cultura POP
Accedi a Xenforo

Le proprietà terapeutiche dei Casual Games

Advertisement

Avatar di AleZampa

a cura di AleZampa

Pubblicato il 16/02/2011 alle 00:00
Quando acquisti tramite i link sul nostro sito, potremmo guadagnare una commissione di affiliazione. Scopri di più

Sono stati appena divulgati i risultati di un interessante studio avente come tema l’utilizzo di videogiochi per ridurre situazioni di ansietà e di depressione clinica.Lo studio, realizzato dalla East Carolina University, è il primo a dimostrare attraverso il monitoraggio durato un anno di 60 persone, che l’utilizzo di giochi dalla natura casual (sono stati utilizzati Peggle, Bejeweled e Bookworm Adventures, titoli di grandissimo successo prodotti da PopCap) porta alla riduzione degli stati di ansia e depressione a livello biochimico e arriva a sostenere che in taluni casi potrebbe addirittura essere utile prescrivere al paziente anche sessioni di gioco oltre che la classica terapia medicinale.Di seguito il comunicato stampa integrale:Study: Casual Video Games Demonstrate Significant Ability to Reduce Depression and Anxiety; Clinical Importance HighlightedFirst-of-Its-Kind Clinical Study by East Carolina University Establishes Efficacy of Bejeweled and Other Games in Reducing Clinical Depression and AnxietyFeb 16, 201112:07amDublin, Ireland – February 16, 2011 — East Carolina University’s Psychophysiology Lab and Biofeedback Clinic today revealed the results of a year-long randomized, controlled clinical study that measured the efficacy of so-called “casual” video games (CVGs) in reducing symptoms of depression and anxiety as a co-morbid condition. Nearly 60 subjects, half of whom served as controls, all meeting the criteria of clinical depression, participated in the study, which involved three family-friendly, non-violent puzzle games: Bejeweled 2, Peggle and Bookworm Adventures. (All of the games are made by PopCap Games, underwriter of the study.) The hypothesis was tested using state-of-the-art technologies including psychophysiology, biochemical and psychological measurements, and found an average reduction in depression symptoms of 57% in the experimental (“video game”) group. The study, the first such research ever to measure the efficacy of video games in reducing depression and anxiety, also found significant reduction in anxiety, as well as improvements in all aspects of mood, among study subjects who played the casual video games. “The results of this study clearly demonstrate the intrinsic value of certain casual games in terms of significant, positive effects on the moods and anxiety levels of people suffering from any level of depression,” stated Dr. Carmen Russoniello, Director of the Psychophysiology Lab and Biofeedback Clinic at ECU and the professor who oversaw the study (as well as previous studies involving the same games’ effects on stress levels). “In my opinion the findings support the possibility of using prescribed casual video games for treating depression and anxiety as an adjunct to, or perhaps even a replacement for, standard therapies including medication. Remarkably, these games had both short term (after 30 minutes of game play) and long term (after one month) effects when compared to the control group. Equally important, the data supports the hypothesis that casual video games contain intrinsic qualities that, when played, provoke physiological and biochemical changes consistent with positive changes in mood and anxiety.” According to the National Institute of Mental Health in the United States an estimated 20.9 million American adults (9.5% of the U.S. population age 18 or older) suffers from a mood disorder, and more than two thirds of those (14.8 million U.S. adults) are cases of major depression. Depression is the leading cause of disability in the U.S. for people aged 15 to 44. Depressive disorders often co-occur with anxiety disorders, and approximately 40 million American adults (about 18 percent of all U.S. adults) have an anxiety disorder. FindingsHigh-level findings of the study are provided below. Additional details, along with findings of previous studies, are available at www.edu.ecu/biofeedback. Results indicate that there was a 57% average decrease in depression symptoms among participants in the experimental group and this was statistically significant when compared to the control group. The video game group saw significant reductions in depression across the board, with all seven subjects previously classified as suffering from moderate to severe depression moving to the minor or minimal depression categories. At the same time, the number of subjects classified as having minor depression dropped from nine to four. Further analyses revealed differences in the effects of the games on male test subjects compared to female subjects, as well as differences between younger (less than 25 years) and older (equal to or greater than 25) study participants. Significant changes in overall mood (65% improvement on average) and anxiety level (20% reduction in anxiety on average) were also identified among subjects in the video game group. Even somatic, or overall physical, symptoms, improved in the experimental group, by 36% on average. Additional details on these and other initial findings of the study are available at www.edu.ecu/biofeedback. MethodologyThe study hypothesis, methodology and logistical plan were developed between July 2009 and August 2010, and the clinical state of the study was conducted between August 2010 and November 2010 and included a total of 59 subjects. Twenty-nine participants served as controls surfing the National Institutes of Mental Health’s Web page on depression. The experimental group consisted of 30 participants with 18 choosing to play Bejeweled 2; seven participants choosing to play Peggle and five participants choosing to play Bookworm Adventures (BWA). There were 30 females and 29 males in the study. Participants ranged in age from 18 to 74 with average age calculated at 30. Sixty-five percent of the participants were European-Americans; twenty three percent were African Americans, 3.3% Hispanic Americans, 1.6 % Asian Americans and 3.3% other. Sixty-three percent were gamers and 31% were not. Twenty-three percent were on anti-depressant medications and 73 % were not. Additional specifics of the study methodology can be found at www.edu.ecu/biofeedback. “Compliance was not an issue in this study with all participants meeting minimum playing time requirements and there were no side effects reported in the month long study. Given that only 25% of people who suffer from depression are receiving treatment, it seems prudent to make these low cost, readily accessible casual games video games available to those who need them. They should be made available at health clinics, community centers, online ‘medical sites’ and given out by therapists as a means of intervention.”

Aggiungi SpazioGames alle tue fonti preferite su Google

Le notizie più lette

#1
GTA 6 anche su PC al day one col cloud gaming di XBOX

News

GTA 6 anche su PC al day one col cloud gaming di XBOX

#2
Furto di account PlayStation: torna l'allarme sicurezza
7

News

Furto di account PlayStation: torna l'allarme sicurezza

#3
GTA 6, Rockstar svela un mondo che si ricorda di voi

News

GTA 6, Rockstar svela un mondo che si ricorda di voi

#4
Amazon Luna svela i giochi gratis di ottobre 2026

News

Amazon Luna svela i giochi gratis di ottobre 2026

#5
Pokémon, un nuovo indizio riaccende il ritorno di Hoenn

News

Pokémon, un nuovo indizio riaccende il ritorno di Hoenn

💬 Vuoi dire la tua? Inizia una discussione e lascia il primo commento.

👋 Partecipa alla discussione!

0 Commenti

⚠️ Stai commentando come Ospite . Vuoi accedere?

Invia

Per commentare come utente ospite, clicca quadrati

Cliccati: 0 /

Reset

Questa funzionalità è attualmente in beta, se trovi qualche errore segnalacelo.

Segui questa discussione

Ti potrebbe interessare anche

Licenziamenti per lo studio di Seattle di PopCap

News

Licenziamenti per lo studio di Seattle di PopCap

Di Stefania Sperandio
Uno dei co-fondatori lascia PopCap Games

News

Uno dei co-fondatori lascia PopCap Games

Di Stefania Sperandio
PopCap sta sviluppando un nuovo Peggle

News

PopCap sta sviluppando un nuovo Peggle

Di Antonello Buzzi
Gwertzman, veterano di PopCap, fonda Playfab

News

Gwertzman, veterano di PopCap, fonda Playfab

Di Raxias
PopCap al lavoro su un nuovo titolo per console

News

PopCap al lavoro su un nuovo titolo per console

Di SamWolf
Advertisement

Advertisement

Advertisement

Footer
SpazioGames Logo

Tutto sul mondo dei videogiochi. Troverai tantissime anteprime, recensioni, notizie dei giochi per tutte le console, PC, iPhone e Android.

 
Contatti
  • Redazione
  • Pubblicità
  • RSS
  • Collabora con noi
  • Notifiche
Legale
  • Privacy
  • Cookie
Il Network 3Labs Network Logo
  • Tom's Hardware
  • SpazioGames
  • Data4Biz
  • SosHomeGarden
  • Aibay
  • Coinlabs

SpazioGames.it - Testata giornalistica registrata presso il Tribunale di Monza dal 22/02/2008 con autorizzazione n.1907. Direttore: Andrea Ferrario.

3LABS S.R.L. • Via Pietro Paleocapa 1 - Milano (MI) 20121
CF/P.IVA: 04146420965 • REA: MI - 1729249 • Capitale Sociale - 10.000 euro

© 2026 3Labs Srl. Tutti i diritti riservati.