Mental Hospital IV: How Far Can You Go in the Depths of Madness?
Playing horror games on your mobile device is truly a privilege because you can experience it right from your bed which usually spices up the fear experience. If you have been a long-time reader, then you know well that we are big fans of horror titles. Just last year, we even made a list of the top 15 horror games of all time. Surprisingly, one of the games that made our list was Mental Hospital III, and just days ago, Mental Hospital IV [$1.99] was released.
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Mental Hospital 4 HD apk is a creepy horror game, once again come to the suffocating maze of mental hospitals, do you think you have prepared enough?? Turn off the lights, connect your headphones, you I will never forget the scene I will see soon.
Computer games go far beyond the boundaries of entertainment. Video games are increasingly being used in sectors such as education [15-17] and mental health [18-21]. Some studies have highlighted the potential dangers of video games in terms of problematic use [22-25] and their relation to psychological functioning [23,26,27], whereas others have emphasized that the enjoyment and intrinsic motivation often associated with computer games make them a valuable and attractive new learning method [15-17] and offer psychological support to people [18-21].
Interestingly, in addition to custom-made video games, commercial off-the-shelf (COTS) video games have also shown potential application for improving mental health [19], including the reduction of stress and anxiety (eg, [80-82]).
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However, it is important to emphasize that not all COTS video games are equal, and their effects strongly depend on the specific characteristics of the game itself, such as its genre [83,84]. A recent systematic review [35] indicated that casual video games (CVGs), characterized by low cognitive loads and generally short time demands such as Tetris and Angry Birds, represent a particularly useful genre for diminishing stress and anxiety. Several other genres of COTS video games appear to be promising for decreasing stress and anxiety in individuals, including exergames [85] or survival horror games [86].
The study characteristics included the populations included in the study (participants, mean age or age range); study design (RCT, quasiexperimental, cross-sectional/correlational study); measures used for the assessment of outcomes (eg, self-report questionnaires, physiological data, cognitive task); study outcomes (ie, stress, anxiety, or both, and differences in the outcome measures related to playing COTS games). The populations, study design, measures of outcomes, and study outcomes were considered relevant variables according to the approach adopted in previous reviews [35,37,88,89] to facilitate easily classified and comparable studies in the literature. An indication of the mean age or age range identified studies performed with children (ie, under 12 years old), adolescents (12-18 years old), young adults (18-35 years old), middle-aged adults (36-55 years old), and older adults (over 55 years old). The division of these age ranges also followed previous studies [90-92].
Twenty-four studies used only one video game, whereas the other four studies adopted two video games of different genres [106,108,119,121]. Twelve studies used exergames, whereas nine studies used CVGs. Four studies adopted an action game [80,106,108,121], which was a shooter game in three studies [80,108,121] and a fighting game in the other [106]. Three studies used action-adventure games [86,107,110], which was a survival horror game in one study [86]. The other studies used an MMORPG [124], sports game [108], racing game [103], and an AR game [82] (see Table 4).
Concerning the health characteristics of the participants included in the studies, interestingly, COTS video games reduced stress and anxiety not only in healthy individuals (eg, [106,118,141]) but also in patients suffering from different mental disorders such as posttraumatic stress disorder [113]; Parkinson disease [109]; depression [102,114]; comorbid anxiety [102]; as well as physical problems such as physical disabilities [116], systemic lupus erythematosus [122], hematologic malignancies [105], or severe burns [123].
This systematic review also offers evidence about the efficacy of action-adventure games for reducing stress, not only in young adults but also in children [86,107,110]. This fact is interesting because this genre of games includes titles suitable for children, such as those used in the two studies that emerged from the review (ie, Ice Age 2: Meltdown and Lego: Marvel Superheroes). A subgenre of action-adventure video games that reduced stress and anxiety in young adults was survival horror.
One study performed on young adult male soldiers reported that playing a horror game (ie, Left 4 Dead) combined with biofeedback techniques reduced stress to a greater extent than training as usual [86]. Therefore, together with exergames and CVGs, horror games could represent another game type for effectively managing stress and anxiety.
McCrae, N. and Wright, M. (2016)Work, rest and play: professional and social progress of nurses at a British mental hospital in the early 20th century. Journal of Psychiatric and Mental Health Nursing, 23 (9-10). pp. 614-623. ISSN 1351-0126
As far as we know, this study is the first to examine comorbid psychopathologies of online challenge-style games and parenting skills. We believe that as research into these subject increases, it will assist mental health professionals to develop prevention strategies and to manage cases resulting from the Blue Whale Challenge (BWC) and other online challenges that pose a serious threat to mental health and that have driven many young people to suicide worldwide.