Bejeweled, Peggle Treat Depression

In a study underwritten (In scientific speak that means paid for) by the reigning king of casual games, PopCap Games, depressed individuals who played Peggle, Bejeweled and Bookworm Adventures saw overall symptoms of depression fall by 57 percent. The study, which took place at the East Carolina University Psychophysiology Lab, took place over a one year period with 60 total participants. The group was split down the middle with 30 in a control group who spent time on the National Institute of Mental Health’s Depression web page, and 30 who played the aforementioned PopCap games, with 18 choosing to play Bejeweled 2, 7 Peggle, and 5 Bookworm adventures.

Dr. Carmen Russoniello, Director of the lab, and overseer of this study states that:

“The results of this study clearly demonstrate the intrinsic value of certain casual games in terms of significant, positive effects on the moods and anxiety levels of people suffering from any level of depression…In my opinion the findings support the possibility of using prescribed casual video games for treating depression and anxiety as an adjunct to, or perhaps even a replacement for, standard therapies including medication.”

Those in the gaming group saw changes in the 6 experimental measured areas with a:

  • 49.6% Decrease in Tension
  • 55.0% Decrease in Anger
  • 50.0% Decrease in Depression
  • 58.0% Decrease in Fatigue
  • 50.0% Decrease in Confusion
  • 33.0 % Increase in Vigor

The study further went on to find that those in the video game group saw these improvements not only in the short term, but also in the long term (1 month). Dr. Russoniello concluded that with only 25% of depression sufferers in treatment that it is “prudent to make these low cost, readily accessible casual games video games available to those who need them. They should be made available at health clinics, community centers, online ‘medical sites’ and given out by therapists as a means of intervention.”

In the cases where a company stands to directly profit from the findings of a medical study, it is always good to be a bit skeptical. In this case, it is important to know that 63 percent of the participants were defined as “gamers,” possibly leading to the skewing of results, although what being a “gamer” is not exactly solidly defined by the study (with the test field consistent with the overall percentage of the US population that plays video games). The relativly small test field, and singular focus put on casual games, as opposed to other genres, could also be points to take note of when accepting conclusions drawn from the study.

For those who are interesting in reading the report in full can do so here, with a powerpoint presentation also available here.

Popularity: unranked [?]

Leave a Reply

Gaming News