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Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature

Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature

Mark D. Griffiths, Daria J. Kuss, Angelica B. Ortiz de Gortari
Copyright: © 2017 |Volume: 5 |Issue: 2 |Pages: 26
ISSN: 2155-5621|EISSN: 2155-563X|EISBN13: 9781522514749|DOI: 10.4018/IJPHIM.2017070105
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MLA

Griffiths, Mark D., et al. "Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature." IJPHIM vol.5, no.2 2017: pp.71-96. http://doi.org/10.4018/IJPHIM.2017070105

APA

Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B. (2017). Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71-96. http://doi.org/10.4018/IJPHIM.2017070105

Chicago

Griffiths, Mark D., Daria J. Kuss, and Angelica B. Ortiz de Gortari. "Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature," International Journal of Privacy and Health Information Management (IJPHIM) 5, no.2: 71-96. http://doi.org/10.4018/IJPHIM.2017070105

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Abstract

There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.

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