Zombies vs. Anxiety: An Augmentation Study of Prescribed Video Game Play Compared to Medication in Reducing Anxiety Symptoms
Matthew T. Fish,
Carmen V. Russoniello and
Kevin O’Brien
Simulation & Gaming, 2018, vol. 49, issue 5, 553-566
Abstract:
Objective . Anxiety is a typical reaction to stress and when uncontrolled, clinical anxiety disorders may develop. Traditional anxiety interventions have established efficacy; however, they are often costly and stigmatizing. This study examined prescribed casual video game (CVG) play added to an SSRI prescription in reducing symptoms of anxiety compared to a two-medication treatment group . Materials and methods . We used data from a larger study examining depression and CVGs. The Quick Inventory of Depressive Symptomology screened participants for depression using a score of ≥ 5 (mild depression). Participants chose to participate in the alternative (n = 30) or traditional (n = 24) group. Alternative group participants were prescribed CVG play four times per week for 30-45 minutes over a one-month period. Traditional intervention group participants were prescribed a second medication . The State-Trait Anxiety Inventory was used to test hypotheses. Results . Repeated-measures ANOVA demonstrated a significant decrease in state anxiety scores after the one-month prescription and a medium to large effect for the alternative group. Trait anxiety results did not demonstrate significance; however, the group had a medium effect size . Conclusion . Clinicians should consider these non-stigmatizing and low-cost CVGs as a feasible intervention for patients who wish not to take additional medication.
Keywords: anxiety; casual video games; medication; mental health; state-trait anxiety inventory (STAI) (search for similar items in EconPapers)
Date: 2018
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:49:y:2018:i:5:p:553-566
DOI: 10.1177/1046878118773126
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