Literature DB >> 18720897

Online video game therapy for mental health concerns: a review.

Nathan Wilkinson1, Rebecca P Ang, Dion H Goh.   

Abstract

BACKGROUND: There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. MATERIAL: A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. DISCUSSION: We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies.
CONCLUSION: Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

Entities:  

Mesh:

Year:  2008        PMID: 18720897     DOI: 10.1177/0020764008091659

Source DB:  PubMed          Journal:  Int J Soc Psychiatry        ISSN: 0020-7640


  27 in total

Review 1.  Telemental health and web-based applications in children and adolescents.

Authors:  Christopher P Siemer; Joshua Fogel; Benjamin W Van Voorhees
Journal:  Child Adolesc Psychiatr Clin N Am       Date:  2011-01

Review 2.  Game-based digital interventions for depression therapy: a systematic review and meta-analysis.

Authors:  Jinhui Li; Yin-Leng Theng; Schubert Foo
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-05-08

Review 3.  Role of video games in improving health-related outcomes: a systematic review.

Authors:  Brian A Primack; Mary V Carroll; Megan McNamara; Mary Lou Klem; Brandy King; Michael Rich; Chun W Chan; Smita Nayak
Journal:  Am J Prev Med       Date:  2012-06       Impact factor: 5.043

4.  Brief report: examining the link between autistic traits and compulsive Internet use in a non-clinical sample.

Authors:  Catrin Finkenauer; Monique M H Pollmann; Sander Begeer; Peter Kerkhof
Journal:  J Autism Dev Disord       Date:  2012-10

5.  Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review.

Authors:  María Rodrigo-Yanguas; Carlos González-Tardón; Marcos Bella-Fernández; Hilario Blasco-Fontecilla
Journal:  Front Psychiatry       Date:  2022-04-27       Impact factor: 5.435

6.  A meta-analysis of serious digital games for healthy lifestyle promotion.

Authors:  Ann DeSmet; Dimitri Van Ryckeghem; Sofie Compernolle; Tom Baranowski; Debbe Thompson; Geert Crombez; Karolien Poels; Wendy Van Lippevelde; Sara Bastiaensens; Katrien Van Cleemput; Heidi Vandebosch; Ilse De Bourdeaudhuij
Journal:  Prev Med       Date:  2014-08-27       Impact factor: 4.018

Review 7.  Behavioral intervention technologies: evidence review and recommendations for future research in mental health.

Authors:  David C Mohr; Michelle Nicole Burns; Stephen M Schueller; Gregory Clarke; Michael Klinkman
Journal:  Gen Hosp Psychiatry       Date:  2013-05-08       Impact factor: 3.238

8.  Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study.

Authors:  Fernando Fernández-Aranda; Susana Jiménez-Murcia; Juan J Santamaría; Katarina Gunnard; Antonio Soto; Elias Kalapanidas; Richard G A Bults; Costas Davarakis; Todor Ganchev; Roser Granero; Dimitri Konstantas; Theodoros P Kostoulas; Tony Lam; Mikkel Lucas; Cristina Masuet-Aumatell; Maher H Moussa; Jeppe Nielsen; Eva Penelo
Journal:  J Ment Health       Date:  2012-05-01

9.  Adaptive tele-therapies based on serious games for health for people with time-management and organisational problems: preliminary results.

Authors:  Maite Frutos-Pascual; Begoña García Zapirain; Amaia Méndez Zorrilla
Journal:  Int J Environ Res Public Health       Date:  2014-01-07       Impact factor: 3.390

10.  Task-oriented training with computer gaming in people with rheumatoid arthritisor osteoarthritis of the hand: study protocol of a randomized controlled pilot trial.

Authors:  Cynthia Swarnalatha Srikesavan; Barbara Shay; David B Robinson; Tony Szturm
Journal:  Trials       Date:  2013-03-09       Impact factor: 2.279

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