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2011年3月12日 星期六

Study: Casual Games to facilitate anxiety and depression

Video games make you feel better, or just the twitchy? (Insurance PopCap) The investigation has been found, the casual games are effective in reducing anxiety, and depression.

Can playing video games is a casual good? They may be, if you suffer from clinical depression, a new study, East Carolina University (ECU) is performed and the results of the PopCap policies. After suffering from clinical depression study 60 topics and measure the impact of the three family-friendly, non-violent games had their symptoms and mood. Result: themes, who played casual games saw an average 57% reduction in depression symptoms in subjects who did not play in the games, as well as general improvements in mood and average a 20% reduction compared to the anxiety levels.

"The results of this study clearly shows that certain random games are significant, positive effects on moods and anxiety levels of people suffer from depression in any level," said the ECU: n-psychophysiology laboratory and biofeedback Clinic Dr. Carmen Russoniello statement the Director. "Taking into account the fact that only 25% of people who suffer from depression receive care, it seems reasonable to make these inexpensive, easily random games videogames available to those who need them, they should be made available., health clinics, community centers, online ' medical sites", and adopted by the means of action, e.g. beauticians. "

A study on monitoring of clinical depression suffer in 60 topics on the monitoring of the biochemical, physiological and psychological States pyscho. Half the subjects played PopCap's Peggle, sBejeweled, andBookworm Adventures in the games, while the rest were in the control group. "Video game group" saw linear reductions are to be classified as suffering from Moderate depression, severe depression, minor moving or extremely limited during the investigation of seven categories of depression topics. Classified as a small number of subjects suffering from depression fell nine to four. Although the physical symptoms of anxiety and depression, on average, 36% of the video game group improved.

Video game group to demonstrate both short-and long-term benefits of playing: topics in video game group showed improvements in depression and after 30 minutes of game play, as compared to the control group, as well as long-term benefits for a month long investigation by reason of the scale.

A study on the reduction of the first video game, and the effects of the depression. The results of research should be available in the ECU Web site, but the link does not work at the time of publication.

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