Literature DB >> 29501256

[Computer-assisted therapy and video games in psychosocial rehabilitation for schizophrenia patients].

G Brun1, H Verdoux2, G Couhet3, C Quiles4.   

Abstract

OBJECTIVES: Video games and virtual reality have recently become used by clinicians for training or information media or as therapeutic tools. The purpose is to review the use of these technologies for therapy destined for schizophrenia patients.
METHODS: We conducted a review in October 2016 using Pubmed, Scopus and PsychInfo using the following Medical Subject Headings (MESH): "video games", "virtual reality" and "therapy, computer-assisted/methods", each associated with "schizophrenia". Papers were included in the review if: (a) they were published in an English, Spanish or French-language peer-reviewed journal, (b) the study enrolled patients with schizophrenia or schizo-affective disorder, (c) the patients used a therapeutic video game or therapeutic virtual reality device.
RESULTS: Eighteen publications were included. The devices studied are mainly therapeutic software developed specifically for therapeutic care. They can be classified according to their therapeutic objectives. These targets corresponded to objectives of psychosocial rehabilitation: improvement of residual symptomatology, cognitive remediation, remediation of cognition and social skills, improvement of everyday life activities, support for occupational integration. Very different devices were proposed. Some researchers analysed programs developed specifically for patients with schizophrenia, while others were interested in the impact of commercial games. Most of the studies were recent, preliminary and European. The impact of these devices was globally positive, particularly concerning cognitive functions.
CONCLUSIONS: Computer-assisted therapy, video games and virtual reality cannot replace usual care but could be used as adjunctive therapy. However, recommending their use seems premature because of the recent and preliminary character of most studies. Moreover, a link is still lacking between this field of research in psychiatry and other fields of research, particularly game studies. Finally, it might be interesting to analyse more precisely the neuropsychological impact of existing commercial games which could potentially be useful for psychosocial rehabilitation.
Copyright © 2018 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

Entities:  

Keywords:  Computer-assisted therapy; Jeux vidéo; Psychosocial rehabilitation; Réalité virtuelle; Réhabilitation psychosociale; Schizophrenia; Schizophrénie; Thérapie assistée par ordinateur; Video games; Virtual reality

Mesh:

Year:  2018        PMID: 29501256     DOI: 10.1016/j.encep.2017.12.009

Source DB:  PubMed          Journal:  Encephale        ISSN: 0013-7006            Impact factor:   1.291


  3 in total

1.  The Influence of a Psychosocial Rehabilitation Program in a Community Health Setting for Patients with Chronic Mental Disorders.

Authors:  Paweł Rasmus; Anna Lipert; Krzysztof Pękala; Małgorzata Timler; Elżbieta Kozłowska; Katarzyna Robaczyńska; Tomasz Sobów; Remigiusz Kozłowski; Michał Marczak; Dariusz Timler
Journal:  Int J Environ Res Public Health       Date:  2021-04-19       Impact factor: 3.390

Review 2.  Digital Health Interventions for Delivery of Mental Health Care: Systematic and Comprehensive Meta-Review.

Authors:  Tristan J Philippe; Naureen Sikder; Anna Jackson; Maya E Koblanski; Eric Liow; Andreas Pilarinos; Krisztina Vasarhelyi
Journal:  JMIR Ment Health       Date:  2022-05-12

3.  Computer-Assisted Cognitive Remediation in Schizophrenia: Efficacy of an Individualized vs. Generic Exercise Plan.

Authors:  Magdalena Bossert; Celina Westermann; Thomas M Schilling; Matthias Weisbrod; Daniela Roesch-Ely; Steffen Aschenbrenner
Journal:  Front Psychiatry       Date:  2020-09-16       Impact factor: 4.157

  3 in total

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