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[TECHNOLOGY] · Brazil · 2 sources

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Digital gaming and gamification impact mental health and behavior

Digital gaming and gamification are increasingly used as tools for emotional regulation and behavioral influence. According to the Game Brasil 2026 research, 75.3% of Brazilians consume digital games, with 86.7% citing them as a primary form of entertainment.

Psychologist Lucas Neves Santos notes that games can serve as an emotional refuge by providing clear rules, defined objectives, and immediate feedback, which can help regulate emotions and reduce suffering in unpredictable real-life situations. However, experts warn of the fine line between healthy use and harmful escapism.

Similarly, gamification—the application of game elements like points, rankings, and rewards to non-game contexts such as health, education, and work—is used to drive engagement. While these mechanisms can encourage positive habits and productivity, they also carry risks of exploiting anxiety and the need for recognition, potentially leading to compulsive use or excessive pressure.

Entities

Game Brasil Research 2026 · Lucas Neves Santos · Luli Radfahrer · Rádio USP