Gaming problem: Mental Health

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Literature Review: Mental Health problem for Gaming

This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. addiction,
  2. injuries,
  3. toxicity,
  4. mental health,
  5. escapism,
  6. social withdrawal,
  7. digital divide,
  8. mobile games,
  9. esports,
  10. copyright.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.

4 Mental Health

THE PROBLEM — Recent studies suggest that links between aggressive video games and aggression-related outcomes or mental health problems may have been exaggerated. That said, Gaming behavioral Disorder has been officially recognized as mental health disorder in 2019 by the World Health Organization. Discussions about mental health and coping mechanisms lead gamers, streamers and viewers being more cautious to show understanding. Family therapies can help decrease internet gaming disorder symptoms in adolescents.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — Analyses suggest that exposure to aggressive video games is not a risk factor for later mental health symptoms. Taxation of the digital technology industries relative to their revenues may aid research and prevention approaches to gaming disorders. Mental health discussions happen in a variety of ways in the gaming communities, including during gaming streams. E-sport players do not significantly differ from recreational players in their psychiatric symptoms or gaming disorder association. The interaction between reward, inhibition, and interoceptive awareness brain systems determines responses to video gaming cues. Video games have also opened up an avenue for new remedial interventions targeting attention, problem-solving, emotional expression, and socialization. Gamers who experience gaming as a means of socializing may continue to do so during COVID-19 self-isolation, experiencing less emotional distress. Multidimensional family therapy can be effective in treating adolescent internet gaming disorder. Most patients with internet gaming disorder in China were previously misdiagnosed with emotion-related disorders. For adolescents with attention-deficit/hyperactivity disorder, gaming disorder might make them constantly live under tremendous pressure in the digital world.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …

Gaming Problems
“Ten Problems for Gaming in the 2020s” booklet for Amazon Kindle, 2021; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds