Perhaps, but that isn't what this research (and the related research it builds on); this is about a specific kind of task (Tetris is the specific instance studied in this and some of the other research, but there is some on closely related, similar tasks) and how its use closely after traumatic events prevents formation of intrusive memories from the trauma, and how (combined with particular other techniques) it can disrupt established intrusive memories from past trauma.
> Unfortunately, it's not really a permanent solution as intrusive thought and memories begin to show up during downtime.
In the form studied, it actually is a solution with permanent effects.
EDIT: “Tetris is highly-effective, unsupervised, self-applied first aid for psychic trauma” is actually a very big deal (as is the supervised treatment result for established trauma.)
"Escaping reality" is as old as humanity, I don't see why we need to think of it as a drug, or even a negative thing. Are books drugs? movies? plays? stories told around a fire? Video games are just the latest (really awesome) iteration of that.
Obviously there are some disclaimers. Some games are designed like a drug, or like gambling, and some people are more susceptible to addiction. But I think in general, we need to stop feeling guitly about taking part in something that we enjoy.
Most things in my life that I occupy my free time with can meet those needs, art and music fill the first three, programming meets the middle two, but only gaming fills the 'excited' factor. I have yet to find any other activity that isn't dangerous which gives me the same rush as winning a game of dota2 or overwatch (or what have you). What's more, games not only fulfill my need for excitement, they also fulfill -all- of the aforementioned needs to a decent degree. Sure, I won't feel as accomplished finishing a setup in factorio as I would finishing a piece of music, but the difference really isn't all that great. And for breadth of knowledge? Games are designed to be grok-able, whereas many more existential domains are full of hard or nuanced problems. Lastly, (multiplayer) games are just as social as my other life pursuits if not more so.
Guess what I'm saying is that I've had trouble finding a suitable replacement for games, they really can serve as an omni-activity. Despite all that, they still give me a fair portion of guilt when I devote time to them. I can only assume that is my parents' sensibilities which have been ingrained into my conscience. As a result I've quit them multiple times, and the jury's still out as to whether I personally view them as a vice that needs to be severely moderated, but what keeps me coming back is that need for a rush. Nothing else gives it to me in such a balance of low risk / high reward.
Put me on a mountain bike on a crazy descent, in REAL danger, and those same fears lead me to the highest highs.
Maybe it's just the cadence. I want 5-10 minutes of intense fear focus followed by good long period of relative safety to bask in the conquest, but video games just keep pouring shot after shot of adrenaline.
Not a scientist, but it feels like what I want is endorphins -> adrenaline + endorphins -> endorphins, and what video games gives me is adrenaline + endorphins -> adrenaline + endorphines -> arenaline + endorphins
if you are fan of blizzard games then this is your game, most of the known heroes are in the game trying to gank each other
Hospitals can definitely use it as a protocol to help prevent or minimize the establishment of the traditional semi-permanent traumatic stress disorders, though.
Traumatic stress can often cause depressive symptoms, but this technique isn’t directly addressing depression - it is addressing the prevention of traumatic stress disorders in the first 24 hours after a traumatic event.
There's some evidence to support anxiety being tied to rumination, thought loops, hypervigilance and such. If you're able to force yourself to focus on a narrow task I think that can help relieve some of that in a way that lingers for a bit. Makes it easier to reframe stuff.
Sometimes breaking the cycle is enough to stop things. Other times it's enough to give the reprieve needed to for other methods to take hold. And, yes, sometimes it's just a temporary thing and removing it brings back the bad stuff. Videogames can do any of the 3 above roles though.
Maybe the most trivial of games. Even naughts and crosses has deeper implications than the physical mechanics.
Most games have a grand appreciation of reality like reading Frankenstein or watching The Lighthouse.
Perhaps it's the low stakes context that makes them more accessible, and thus informs our understanding of things outside that context.
My experience has been that negative thoughts and memories are less likely to occur while playing, especially if you have to communicate verbally with teammates in order to succeed.
Making creative works using your hands is another non-digital outlet which keeps the mind focused.
Unfortunately, it's not really a permanent solution as intrusive thought and memories begin to show up during downtime.