| Literature DB >> 25312026 |
H Lynn Horne-Moyer1, Brian H Moyer, Drew C Messer, Elizabeth S Messer.
Abstract
Therapists and patients enjoy and benefit from interventions that use electronic games (EG) in health care and mental health settings, with a variety of diagnoses and therapeutic goals. We reviewed the use of electronic games designed specifically for a therapeutic purpose, electronic games for psychotherapy (EGP), also called serious games, and commercially produced games used as an adjunct to psychotherapy, electronic games for entertainment (EGE). Recent research on the benefits of EG in rehabilitation settings, EGP, and EGE indicates that electronic methods are often equivalent to more traditional treatments and may be more enjoyable or acceptable, at least to some consumers. Methodological concerns include the lack of randomized controlled trials (RCT) for many applications. Suggestions are offered for using EG in therapeutic practice.Entities:
Mesh:
Year: 2014 PMID: 25312026 PMCID: PMC4196027 DOI: 10.1007/s11920-014-0520-6
Source DB: PubMed Journal: Curr Psychiatry Rep ISSN: 1523-3812 Impact factor: 5.285
Examples of games designated by level of complexity and social involvement
| Designation | Game style | Game examples |
|---|---|---|
| Complex and social | Multiplayer shooter | Halo, Call of Duty |
| Multiplayer action-adventure | Grand Theft Auto, Assassins Creed | |
| On-line role playing | Runescape, World of Warcraft | |
| Multiplayer sandbox | Minecraft, Half-Life 2 | |
| Complex and nonsocial | Solo role playing | Skyrim, Final Fantasy |
| Solo sport | FIFA, NHL14 | |
| Solo fighting | Street Fighter, Mortal Kombat | |
| Simple and social | Racing | Mario Kart, Need for Speed |
| Rhythm | Rock Band, Guitar Hero | |
| Party | Wii Party, Mario Party | |
| Simple and nonsocial | Puzzle | Candy Crush, Bejeweled |
| Platform | Super Mario Bros., Donkey Kong | |
| Adventure | Legend of Zelda, Tomb Raider |
Adapted from Granic et al. [45••]