Reference Hub20
Videogames as Therapy: A Review of the Medical and Psychological Literature

Videogames as Therapy: A Review of the Medical and Psychological Literature

Mark Griffiths, Daria J. Kuss, Angelica B. Ortiz de Gortari
ISBN13: 9781466639904|ISBN10: 1466639903|EISBN13: 9781466639911
DOI: 10.4018/978-1-4666-3990-4.ch003
Cite Chapter Cite Chapter

MLA

Griffiths, Mark, et al. "Videogames as Therapy: A Review of the Medical and Psychological Literature." Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care, edited by Maria Manuela Cruz-Cunha, et al., IGI Global, 2013, pp. 43-68. https://doi.org/10.4018/978-1-4666-3990-4.ch003

APA

Griffiths, M., Kuss, D. J., & Ortiz de Gortari, A. B. (2013). Videogames as Therapy: A Review of the Medical and Psychological Literature. In M. Cruz-Cunha, I. Miranda, & P. Gonçalves (Eds.), Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care (pp. 43-68). IGI Global. https://doi.org/10.4018/978-1-4666-3990-4.ch003

Chicago

Griffiths, Mark, Daria J. Kuss, and Angelica B. Ortiz de Gortari. "Videogames as Therapy: A Review of the Medical and Psychological Literature." In Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care, edited by Maria Manuela Cruz-Cunha, Isabel Maria Miranda, and Patricia Gonçalves, 43-68. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-3990-4.ch003

Export Reference

Mendeley
Favorite

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, and autistic children. This chapter briefly 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, and (9) videogames and anxiety disorders. It is concluded that there has been considerable success when games are designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.