| Literature DB >> 27471487 |
Abstract
Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment.Entities:
Keywords: counseling; group processes; group therapy; psychology; psychotherapy; video games; videogames
Year: 2016 PMID: 27471487 PMCID: PMC4943956 DOI: 10.3389/fpsyg.2016.01085
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Most frequently played voideogames reported by the (Entertainment Software Association, .
Demographical data obtained from the Entertainment Software Association (.
| Game Players | Male | 56 |
| Female | 44 | |
| Age | Under 18 | 26 |
| 18 to 35 | 30 | |
| 36 to 49 | 17 | |
| Over 50 | 27 | |
| Game Purchasers | Male | 59 |
| Female | 41 | |
Data was obtained from the Entertainment Software Association (.