Previously submitted to: JMIR Mental Health (no longer under consideration since Aug 13, 2025)
Date Submitted: Aug 13, 2025
Open Peer Review Period: Aug 13, 2025 - Aug 13, 2025
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The Feasibility of a Gaming Therapeutics Community for Diverse Video Gamers
ABSTRACT
Background:
Loneliness is a form of psychological distress that has widespread health impacts across the life cycle, including elevated depression and anxiety (CDC, 2023; Hawkley & Cacioppo, 2010; Marquez et al., 2023). We explore the impact of a subclinical intervention program involving online facilitator-led groups for loneliness in video gamers.
Objective:
We aim to explore the feasibility of a community-based program incorporating commercial video games, group sessions, and workshops to combat loneliness in video gamers.
Methods:
We undertook an observational proof-of-concept study to evaluate the feasibility of health-promoting support groups utilizing common platforms (i.e., Discord) and video games available to consumers. Participants were adults from across the US. Using a longitudinal design, outcomes were tracked using the Patient Health Questionnaire (PHQ-9), Generalized Anxiety Disorder scale (GAD-7), the World Health Organization five time survey (WHO-5), and a measure of psychological flexibility (Psy-Flex). Demographics were gathered, and growth mixture modeling was used to identify outcome trajectories and predictors of outcome.
Results:
Average PHQ-9 score was 13.37 (SD = 6.04) at baseline, and 10.27 (SD = 5.80, Cohen’s d = 0.52) by 60 days. Average GAD-7 score at baseline was 11.23 (SD = 5.24) and 8.25 (SD = 4.22, Cohen’s d = 0.60) at 60 days. Average Psy-Flex baseline score was 11.51 (SD = 4.30) and 12.55 (SD = 4.37, Cohen’s d = 0.24) at 60 days. The WHO-5 had an average baseline score of 7.86 (SD = 3.82) and 8.08 (SD = 4.44, Cohen’s d = 0.24) at 60 days. LGMM analyses identified a subpopulation that achieved PHQ-9 remission outcomes (Improvers group, 20.78% of sample), while another never presented with clinically elevated symptoms (Low group, 52.28% of sample). A third subpopulation exhibited no significant change and remained clinically elevated at 60 days (Chronic group, 26.94% of sample). Members of the Chronic group were more likely to identify with a minoritized gender community than members of the Improvers group.
Conclusions:
This study provides preliminary evidence that a community-based program incorporating commercial video games, group sessions, and skills-focused workshops may support mental health both by reducing elevated symptoms and maintaining low symptom levels in at-risk individuals.
Citation
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