The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study.

publication

Author: 

Carmen V. Russoniello
Matthew Fish
Kevin O'Brien

Citation: 

Russoniello, C.V., Fish, M., & O’Brien, K. (2013). The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study. Games for Health Journal, 2(6). 

DOI: 10.1089/g4h.2013.0010.

Abstract: 

"Depression is a debilitating illness that is estimated to affect more than 300 million people worldwide. Although there has been some success in treatment of this illness with pharmaceuticals and behavioral techniques like cognitive behavioral therapy, these are often costly and have stigma associated with them. The purpose of this study was to test whether a prescribed regimen of casual videogame (CVG) play could reduce symptoms associated with depression."

Keywords: 

  • casual videogame
  • clinical depression
  • cognitive therapy
  • depression
  • mental health

Health Topic: 

  • Mental Health

Target Population: 

  • Adults
  • General Audience
  • Health Care Professionals
  • Seniors
  • Young Adults

Game Platform: 

  • CD/DVD
  • Computer
  • Game Console
  • Handheld Device
  • Multi-Platform

Publication Type: 

  • Journal Article

Partners

  • HopeLab
  • Robert Wood Johnson Foundation
  • SAGE Publishing
  • UNICEF Kid Power