Virtual worlds and mental health: A scoping review
Abstract
<title>Abstract</title> The constant increase in the use of virtual worlds in recent decades has raised concerns about their potential effects on users’ mental health. However, the great heterogeneity of the scientific literature on this topic makes it difficult to identify existing evidence, knowledge gaps, and the most relevant future research directions. To address this issue, the present scoping review maps the current research landscape by analyzing 198 selected articles. The results reveal a growing interest in this topic across various disciplines, as well as the multiple assumptions and approaches adopted by different research communities. Existing research predominantly focuses on specific branded applications such as Second Life or World of Warcraft. However, there is very little research on some of the virtual world platforms that currently have the largest user bases (e.g., Roblox, Fortnite). Importantly, little attention has been paid to the shared features across virtual world platforms (e.g., technological affordances), which could help build more generalizable theories. The availability of causal evidence on the impact of virtual world use on users’ mental health is very limited, as is the diversity of participant samples used in studies. Addressing these issues will be key to advancing research in this field and to understanding the multiple ways in which virtual world applications may affect users’ psychological well-being, particularly regarding vulnerable users like children and adolescents.
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Authors: Miguel Barreda-Ángeles, Simone Amendola, Tilo Hartmann, Adrian Meier, Karen L. Mansfield, Sandra Coecke, Isabelle Hupont
Institutions: Vrije Universiteit Amsterdam, University of Oxford, Friedrich-Alexander-Universität Erlangen-Nürnberg, Joint Research Centre