Improvement of Game Users' Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled Trial.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-09-24 DOI:10.2196/73734
Kenji Yokotani, Masanori Takano, Nobuhito Abe, Takahiro A Kato
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引用次数: 0

Abstract

Background: Online games developed to improve mental health symptoms are reportedly effective among game users. However, it has not been verified whether massive multiplayer online games (MMOGs) developed for leisure purposes are effective in improving users' mental health symptoms.

Objective: Based on 2 theoretical frameworks, this study examined whether MMOGs improve depression and social anxiety. First, behavioral activation theory posits that depressive symptoms improve through the repetition of reward-linked behaviors. Second, inhibitory learning theory suggests that exposure to social stimuli (eg, being the center of attention) previously perceived as threatening reduces fear responses over time.

Methods: Participants were Pigg Party users with at least 3 months of previous experience. Overall, 1105 participants were randomly assigned to either the experimental (n=548) or waitlist groups (n=557). Participants in the experimental group were instructed to ring a friend's room bell (an action that clearly draws attention) on weekdays and to customize their avatars on weekends. Those completing ≥60% of the tasks received additional monthly rewards. The waitlist group received no interventions but was given random additional rewards. Both groups completed questionnaires on depression (Quick Inventory of Depressive Symptomatology) and social anxiety (Brief Liebowitz Social Anxiety Scale) at baseline, and again at 1, 2, and 3 months.

Results: The experimental group showed a significantly higher frequency of bell ringing compared to that of the waitlist group (standardized mean difference [SMD]=0.13), whereas no significant difference was observed between the groups in avatar customization frequency. As predicted, the experimental group showed a significantly greater reduction in depressive symptoms, with a small effect size observed (SMD=-0.12). However, no significant difference was determined between groups in social anxiety symptoms.

Conclusions: This study demonstrated that MMOGs, when combined with administrator-led interventions, can reduce users' depressive symptoms, albeit with a small effect size. Further studies are needed to test the intervention effects on social anxiety symptoms in MMOGs, with improved exposure scenarios.

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大型多人在线游戏行为激活对游戏用户抑郁症状的改善:随机对照试验
背景:据报道,为改善心理健康症状而开发的网络游戏对游戏用户有效。然而,以休闲为目的开发的大型多人在线游戏(mmog)是否能有效改善用户的心理健康症状,尚未得到证实。目的:基于两个理论框架,研究mmog是否能改善抑郁和社交焦虑。首先,行为激活理论认为,抑郁症状通过重复奖励相关行为得到改善。第二,抑制性学习理论认为,暴露于先前被认为具有威胁性的社会刺激(例如,成为注意力的中心)会随着时间的推移减少恐惧反应。方法:参与者为至少有3个月经验的小猪派对用户。总的来说,1105名参与者被随机分配到试验组(n=548)和候补组(n=557)。实验组的参与者被要求在工作日按朋友房间的门铃(一个明显吸引注意力的动作),并在周末定制他们的虚拟形象。完成≥60%任务的参与者每月获得额外奖励。候补组没有接受任何干预,但随机给予额外奖励。两组均在基线时完成抑郁(抑郁症状快速量表)和社交焦虑(简短的Liebowitz社交焦虑量表)问卷调查,并在1、2和3个月时再次完成问卷调查。结果:实验组摇铃频率显著高于候补组(标准化平均差值[SMD]=0.13),而虚拟形象定制频率组间无显著差异。正如预测的那样,实验组在抑郁症状方面表现出明显更大的减轻,观察到的效应量很小(SMD=-0.12)。然而,在社交焦虑症状方面,各组之间没有明显差异。结论:本研究表明,mmog与管理者主导的干预措施相结合,可以减轻用户的抑郁症状,尽管效果较小。需要进一步的研究来测试干预对mmog社交焦虑症状的影响,改善暴露情景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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