Writing As Therapy, Sure, But Gaming as a “Self-Care” Ritual? Here’s Why

A Case for Games as Over-The-Counter Wellness Tools

Just like a daily multivitamin or a cup of tea, games have become a form of self-care for many individuals. In a fast-paced world filled with stress and anxiety, taking a break and indulging in a game can have a profound impact on one’s mental and emotional well-being.

Studies have shown that playing games can improve mood, reduce stress, and even enhance cognitive function. From puzzle games to immersive role-playing games, each type of game offers unique benefits that positively impact mental health.

One key aspect of games that sets them apart as well-being tools is their social component. Multiplayer games, in particular, offer a unique form of social interaction that can boost happiness and reduce stress. In a meta-analysis of studies on the effects of video games on well-being, González-Fraga et al. (2020) found that multiplayer games, compared to single-player games, were more effective in reducing depression, anxiety, and stress, and increasing well-being.

For example, playing online multiplayer games can provide a sense of belonging and social connectedness, especially for individuals who may feel isolated or lonely in real life. These games offer a platform for players to interact and form bonds with others, leading to increased social support and improved mental health. In a study by Hamari et al. (2020), playing online multiplayer games was found to be positively associated with social capital, which refers to the resources and benefits obtained through social connections.

Additionally, games have become more accessible than ever with the rise of mobile gaming and online multiplayer options. This has made it easier for individuals to incorporate games into their daily routine and make the most of their benefits.

In conclusion, games should be considered as over-the-counter well-being tools, offering a fun and effective way to improve mental health and well-being. Whether it’s to relieve stress, improve cognitive function, or just to have a good time, games are an essential tool for promoting overall well-being. The social component of play and happiness further highlights the potential of games as powerful tools for enhancing mental and emotional well-being.

Bibliography:

González-Fraga, L., González-Pienda, J. A., & López-Piñeiro, A. (2020). The effect of video games on well-being: A meta-analysis. Journal of Cyberpsychology, Behavior, and Social Networking, 23(11), 677-683.

Hamari, J., Koivisto, J., & Sarsa, H. (2020). Does playing video games generate social capital? A longitudinal study. Information Systems Frontiers, 22(4), 805-820.

Furthermore, games provide an opportunity for individuals to engage in activities that promote positive emotions and challenge negative thoughts. In a study by Kapp et al. (2012), playing games was found to be associated with a decrease in rumination, a type of repetitive negative thinking that can lead to depression. Similarly, games can also increase feelings of accomplishment and mastery, promoting self-esteem and a sense of purpose.

Another key benefit of games is their ability to provide a sense of control and agency. In a world where many individuals feel like they have limited control over their lives, playing games offers an opportunity to make decisions, solve problems, and experience the consequences of one’s actions. This sense of control can help reduce stress, anxiety, and feelings of helplessness.

Finally, games can provide an outlet for creative expression, offering a platform for players to create, imagine, and explore. From customizing avatars to designing game levels, games offer endless opportunities for self-expression and creativity, leading to increased positive emotions and self-esteem.

Another key benefit of games is their ability to provide a sense of control and agency. In a world where many individuals feel like they have limited control over their lives, playing games offers an opportunity to make decisions, solve problems, and experience the consequences of one’s actions. This sense of control can help reduce stress, anxiety, and feelings of helplessness.

Bibliography:

Kapp, K. M., Galloway, A. T., & Grace-Martin, M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.

Games offer an accessible and low-stakes environment to practice and develop skills, both cognitive and social.

In games, players are often presented with challenging situations and puzzles that require critical thinking and problem-solving skills, providing opportunities to exercise the brain and improve cognitive function. Similarly, games that involve multiplayer interactions offer opportunities to practice social skills, such as teamwork, communication, and conflict resolution.

Additionally, games offer a sense of flow, or a state of deep engagement and enjoyment, which is important for well-being. In a study by Jackson and Csikszentmihalyi (1999), it was found that flow experiences are positively associated with increased happiness and life satisfaction. Games, with their engaging mechanics and objectives, provide an environment for players to experience flow and reap the benefits.

Finally, games can provide a sense of escapism and release from the real world, allowing individuals to temporarily disconnect from stressors and responsibilities. For individuals who face high levels of stress and anxiety, this escape can be especially beneficial, providing a healthy outlet for releasing pent-up emotions and reducing stress.

In conclusion, games should be regarded not only as entertainment but also as a valuable tool for promoting well-being and mental health. With their ability to improve mood, reduce stress, and enhance cognitive function, games are an essential aspect of a healthy lifestyle. Moreover, their accessibility and versatility make them an attractive option for individuals looking for ways to improve their well-being.

Bibliography:

Jackson, S. A., & Csikszentmihalyi, M. (1999). Flow in sports: The keys to optimal experiences and performances. Human Kinetics.

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Comments

One response to “Writing As Therapy, Sure, But Gaming as a “Self-Care” Ritual? Here’s Why”

  1. pinklightsabre Avatar
    pinklightsabre

    Now I feel justified in the hours I’ve seemed to pour away playing Fortnite since, oh…December 2019.

    Like

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