
What is video game therapy and games in therapy?
Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health.
Can video games help treat mental health issues?
Or a mental health professional can ask their patient to play a cognitive behavior therapy (CBT)-based game, which is designed to challenge users to progress past milestones and collect rewards. CBT games continue to evolve along with gaming technology.
Do therapists interrupt games during therapy sessions?
For some of these activities the therapist paused the game, if the game allowe d this. We observed that therapy sessions were frequently interrupted. therapists or patients stopping by their room. This meant that the without the support of the therap ist. Therapists found that b y start over after the interruption.
Can gaming be used as a therapeutic tool?
As gamers are able to join forces to defeat common virtual enemies or accomplish virtual tasks, gaming communities also unite around real-world problems in a therapeutic and philanthropic way.

Do video games help with therapy?
Certain video games provide mood regulation benefits, as well. In one study, adolescents who played “Mario Kart” had better emotional regulation skills than peers who didn't play the game. Plus, video games could be used as a therapeutic distraction that could help regulate moods, reduce rumination, and even evoke joy.
Is video games a good way to deal with mental health?
In 2020, research conducted by the University of Oxford found that playing video games may improve your mental health and make you happier.
Why do therapists play games?
Play serves many important functions in therapy, including building rapport, teaching new skills, and rewarding participation. Many children, when asked how their therapy is going, describe sessions full of games and playtime.
What do psychologists say about video games?
Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research in American Psychologist. The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth.
Is gaming good for anxiety?
Mental health recovery. Video games can act as distractions from pain and psychological trauma. Video games can also help people who are dealing with mental disorders like anxiety, depression, attention deficit hyperactivity disorder (ADHD), and post-traumatic stress disorder (PTSD).
What is the youngest age a person can be mentally ill?
Early intervention While half of all mental illness begins by the age of 14, most cases go undetected and untreated.
Can games be therapeutic?
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.
Why do therapists play games with kids?
Through play, children can act out real-life scenarios and therapists can guide them toward resolution while helping teach them how to let go of negative thoughts or feelings. Playing through scenarios can also help a child develop necessary coping skills.
Can UNO be therapeutic?
This game is great for therapists and parents. If you ever want to connect with your clients or your kids, ask them how they are doing in a non-threatening way by playing Uno with them! My version of Uno is called, “The Uno Feelings Game.” The rules are simple.
Is gaming addiction a mental disorder?
Video game addiction is a mental health disorder, World Health Organization says. The WHO calls gaming addiction "a pattern of persistent or recurrent gaming behavior" so severe it "takes precedence over other life interests".
Do video games rot your brain?
While there are some ways a brain can literally rot or turn to slime, watching video games or television isn't one of them.
Can too much gaming cause depression?
We found that playing high-violence video games for ≥2 hours per day is significantly associated with having a higher number of depressive symptoms.
Why are therapeutic games important?
Some companies have taken therapeutic gaming to a completely new level by designing games that are intended to help people develop coping strategies for dealing with mental illness. In some cases, the research has even included input from people who have a mental health diagnosis, to make sure that the game is as useful for them as it’s intended to be.
Can video games help with trauma?
One study suggested that playing Tetris in the few hours after a traumatic event might reduce flashbacks from a traumatic event. Another study found that some people with learning ...
Is Grand Theft Auto safe for older people?
Even Grand Theft Auto has its benefits. When older adults played the game regularly, they were able to maintain more cognitive functioning than non-gamers, which has the potential to make them safer drivers (a little counter-intuitive when you think about the content of the game, but OK.)
Can video games be used as therapy?
Aimee Daramus, PsyD, (2020, January 20). Video Games Can Be Used as a Therapy – Here’s How. Psychreg on Cyberpsychology. https://www.psychreg.org/video-games-therapy/
What is commercial video game therapy?
Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime
Why are games important in psychotherapy?
Games may also be a useful tool in psychotherapy for assessment, building rapport , and providing social skills training (19, 22). Family members or loved ones may also play a useful role in VGTx. For example, playing non-competitive and non-violent video games together is a good way for parents to participate in a child-directed activity in Parent-Child Interaction Therapy [(24) p. 207]. Playing together as a family also fosters social connection between grandparents and grandchildren, which is highly supportive of the health of older adults (25).
What are some games that help with cognitive impairment?
For example, success in playing the computer solitaire game FreeCell may be useful to monitor cognitive status in adults with mild cognitive impairment (8), while new augmented reality games such as Pokémon GO could be useful to promote physical activity among those who are normally reluctant to engage (7). For children undergoing surgery, a hand-held game was more useful in relieving preoperative anxiety than a dose of midazolam (10). Puzzle games such as Tetris and Bejeweled have been shown to reduce depression, stress, and even prevent flashbacks after a traumatic event (12, 18, 23). The structural characteristics of games may provide unique affordances that traditional therapies do not offer.
How do gaming communities help?
Gamers and gaming-related organizations—directly and indirectly through charitable contributions—provide social and psychological support, including peer support, online clinician-delivered services, information about mental health conditions, and assistance finding in-person mental health treatment to community members and the gaming population at large. For example, non-profit organizations, such as Stack-Up and Anxiety Gaming, provide spaces where gamers can learn about mental health problems, seek support and assistance, and interact socially either in person or online. This image of connected, socially engaged gamers challenges the stereotypical notion of video game play as an isolating and individual pastime that reinforces societal disconnectedness (26). Growing evidence suggests that online communities are, for specific types of players, socially liberating and contribute to improvements in self-esteem and control of emotions in real-world settings (27). Although it may seem counterintuitive to suggest that individuals with social anxiety or other reasons for avoiding face-to-face social interactions may benefit from interventions that do not involve exposure to “in vivo” therapy, online interactions allow individuals with mental health challenges to receive much needed social support and a sense of connectedness or belonging (28, 29), which are ideal interventions for individuals with suicidal ideation and behavior (30).
What are the applications of video games?
Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.
How will COTS games disrupt healthcare?
Key aspects of COTS games and their associated technologies—from the virtual gameplay-centered social support networks to the highly engaging, realistic interactive environments —may disrupt healthcare over the coming decade. The level of technological and gameplay sophistication and subsequent user experience made possible through massive corporate funding for COTS games are often orders of magnitude superior to the budgets available to develop bespoke games for health. [It may come as a surprise to many that for some years now, the video game industry’s annual sales (~US$24billion) have been more than double Hollywood movie box office sales (~US$11billion) (4, 5)]. We position this research and action agenda as a call for investigators, mental health professionals, the video game industry, and the gaming community to work together to better understand the opportunities and challenges that this emerging field of innovation presents.
What are the challenges of VGTx?
The serious academic study of VGTx faces several challenges. First, evidence synthesis around VGTx is difficult. There is no standard terminology for commercial video games or gameplay in the medical and psychological literature, and even studies about “serious video games” (i.e., games developed specifically for therapeutic purposes), do not always use that term, instead using terms, such as “interactive digital rehabilitation technology” or simply “virtual reality” (31, 32). Some of the difficulty in defining and naming terms may also be due to researchers’ extant biases and attitudes toward commercial games. Published studies concerning video games from public health, pediatrics, psychiatry, and psychology perspectives appear to have become less positive over time, and studies having a positive focus are more likely to be found in journals with a low impact factor (33). Reviews of the therapeutic effects of video games usually conflate commercial games and custom-designed games or gamified interventions, making it difficult to compare interventions and draw conclusions about the potential benefits of popular commercial video games.
How can games be used for therapy?
To help develop games that can be used for gaming therapy, designers should have a profound understanding of the feelings and emotions associated with playing video games. There are numerous studies on the subject of gaming as a stress reducer, for example. In one study, a full 55 percent of U.K. gamers between the ages of 18 and 30 reported that games help them “unwind and relieve stress.”
Why do people play games in therapy?
Introducing games in a counseling or therapy setting can involve simply allowing a child to play a game for a short time to relieve stress. Or a mental health professional can ask their patient to play a cognitive behavior therapy (CBT)-based game, which is designed to challenge users to progress past milestones and collect rewards.
What do game designers need to do?
As the gaming industry evolves, game developers and designers need to continue to design gaming experiences that are engaging and easy to use, and that can be used in a wide variety of settings. Future VR and software developers should also take note of the increasing use of gaming in mental health treatment.
What is Deep game mechanics?
DEEP’s game mechanics “encourage users to practice tolerating, managing, and eventually overcoming, feelings of anxiety and depression.”. Patients can then use the breathing techniques developed in DEEP to help overcome symptoms in real-world settings. If playback doesn't begin shortly, try restarting your device.
How many people have anxiety disorders?
Anxiety disorders are the most common type of mental disorders in the United States, reports the Anxiety and Depression Association of America, affecting approximately 40 million people in the U.S. alone. While only about a third of those with an anxiety disorder receive treatment, the disorders are highly treatable.
What is deep VR?
In 2016, a team of game designers unveiled their immersive DEEP-VR experience, which guides users into a soothing underwater environment where they learn to combat the symptoms of stress and anxiety. In DEEP, the user’s breath controls their movement, leading them further into exploration of their surroundings. DEEP’s game mechanics “encourage users to practice tolerating, managing, and eventually overcoming, feelings of anxiety and depression.” Patients can then use the breathing techniques developed in DEEP to help overcome symptoms in real-world settings.
Why are video games important for mental health?
According to Bradley University, games and play allow patients to feel unencumbered by normal, daily pressures, resulting in the ability to more freely express themselves. This fact can help counselors and other mental health professionals get to the root of a patient’s disorder, leading to more effective treatment.
Why are videogames important for group therapy?
The differences between these groups can have implications for videogame-based group therapy because of these differences in learning styles. For example, field dependent clients may learn therapeutic concepts quickly using videogames that have social content and externally defined goals. Field independent clients may react better with the use of analytical puzzle games to stimulate their thoughts. Field independent students may react less favorably to videogame-based group therapy than field dependent clients. Figure 1 depicts the most frequently played videogames according to the Entertainment Software Association (2015).
How can a therapist gain insight into a client's values?
By getting to know clients and the types of videogames they play , therapists can gain insight as to their clients' values, beliefs, and tastes. For example, a client whom enjoys playing horror games over other genres may be obtaining more complex forms of transformational pleasure than clients whom play first-person shooters. Conversely, clients whom play first-person shooters and have high non-verbal sensitivity can give a therapist more insight if a client reports high overall arousal levels.
What does Krzywinska say about horror games?
Krzywinska states that horror games can elicit complex and transformational forms of pleasure. Younbo et al. (2015) looked at the effects of non-verbal sensitivity and gender on first-person shooter game experience.
Do video games exist?
The modern advent of videogames takes human creativity and applies it to worlds that do not physically exist. People who play videogames can interact with virtual worlds, but this does not make the experience any less real for videogame players.
Is videogames a multibillion dollar industry?
Videogames are part of a multibillion dollar industry ( Franco , 2015 ). As a result, there is a good chance that many prospective clients play videogames. Table 1 depicts some demographical data obtained from the Entertainment Software Association (2015).
Can a therapist be more knowledgeable about videogames?
If a therapist is more knowledgeable about videogames or has even play videogames themselves, they may be able to better build rapport with a client provided they are mindful of their counter-transference more than a therapist that does not. TABLE 1.
Can therapists use video games?
Therapists can now consider using videogames as tools to use in treatment. Much like a therapist can use the empty chair technique to enable a client to gain insight or awareness and to bring them into the present; videogames can be used in treatment.
Why are video games better than mental health?
Video games tend to be more affordable and accessible than traditional mental health services, which may help more people get essential care.
Why are video games good for mood?
Plus, video games could be used as a therapeutic distraction that could help regulate moods, reduce rumination, and even evoke joy.
Why are video games important?
Video games provide connection, a critical aspect of mental health, feeling like you are part of a community of like-minded people who value your participation and share your goal within the game. — Glenn Platt, PhD. “Video games provide connection, a critical aspect of mental health, feeling like you are part of a community ...
How old do you have to be to play video games?
The authors note that playing video games is already popular among people age 18 to 54, who also tend to face high rates of mental health issues. 1 As acceptance of the emotional benefits of video games grows, it could help break down stigmas against both gaming and mental illnesses.
Is video game access free?
Access to video games is also free of many of the barriers that prevent people from getting traditional mental health care. 1
Do video games help with depression?
A new report found mounting evidence that commercial video games, typically used for entertainment, could help alleviate depression and anxiety. Video games tend to be more affordable and accessible than traditional mental health services, which may help more people get essential care. Experts note that video games probably won’t replace ...
Does playing video games help with anxiety?
Have you been playing a lot of video games during the pandemic? That might be time well spent, according to a new report, which found that gaming can help reduce symptoms of depression and anxiety. These games help foster feelings of social connectedness, a sense of achievement, and emotional regulation skills, among other benefits.
How often can a therapist use a game?
as often as an individual patient. The therapist may use the game
How do games help children in psychotherapy?
Computer games can aid in the assessment and development of the child's problem-solving abilities. Games can help the child increase the ability to perceive and recall subtle cues, foresee consequences of actions and act on past consequences, and improve perceptual-motor coordination. They provide a manner of releasing or controlling aggression, a means of dealing with success and failure, and an opportunity to mutually coordinate activities in a spirit of cooperation. Case examples are provided of 2 boys (aged 5 and 7 yrs) and a girl (aged 10 yrs). (PsycINFO Database Record (c) 2012 APA, all rights reserved)
What are the recommendations for video game design?
Recommendations include that a therapeutic video game should be easy to startup and configure, should allow the therapist to support a patient during play, and should support the therapist in tracking a patient's performance.
How can computer games help with cerebral palsy?
The use of computer games as adjunct to conventional cerebral palsy (CP) rehabilitation provides a promising approach to actively engage CP children in physical therapy exercises. This chapter provides a summary of previous studies that incorporated computer games for CP rehabilitation. Moreover, a comprehensive game-based rehabilitation framework is presented to enable CP children to actively participate in upper-limb physical exercises. The framework design is based on five features that aim to achieve enjoyable and effective game-based physical exercises for complementing conventional CP rehabilitation. A prototype implementation of the framework is developed, which includes three Kinect-based games that target upper-limb excesses. The prototype implementation was employed in the rehabilitation of three CP patients, and the preliminary results suggest the feasibility of the framework for complementary CP rehabilitation. The chapter also discusses some design challenges that are being tackled to continue the development of the comprehensive rehabilitation framework along with proposed solutions.
Who concludes that therapy should be seen as a tool?
therapist. Instead, Burdea conclude s, it should be seen as a tool
Is playing games bad for you?
Playing games has often been associated with negative behaviors like playing and not taking things seriously or even wasting time. However, more recently researchers started looking at the positive impacts of playing games or what became to be known as serious games. This study examines the major publications in the usage of serious games in therapy, training, and behavior development. The study analyzed the most cited papers in the field and evaluate what has been done so far.
Is videogame therapy good for kids?
In the right context, videogames can have a positive therapeutic benefit for a large range of children and adolescents. Videogames have been shown to help children undergoing chemotherapy, children undergoing psychotherapy, children with particular emotional and behavioural problems (attention deficit disorder, impulsivity, autism), and children with medical and health problems (Erb's palsy, muscular dystrophy, burns). In terms of videogames being distractor tasks, it seems likely that the effects can be attributed to most commercially available videogames. However, one of the major problems is that reported positive effects in some instances were from specially designed videogames rather than those that were already commercially available. It is, therefore, hard to evaluate the therapeutic value of videogames as a whole. As with research into the more negative effects, it may well be the case that some videogames are particularly beneficial, whereas others have little or no therapeutic benefit whatsoever. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Related links: More insight from Kimberly Adams
Wired has a detailed story on how the pandemic has helped push online gaming into the therapeutic mainstream, and it gets into research showing that in some cases, video games can be as effective or more effective than other mental health interventions.
The future of this podcast starts with you
Every day, the Marktplace Tech team demystifys the digital economy with stories that explore more than just “Big Tech.” We’re committed to covering topics that matter to you and the world around us, diving deep into how technology intersects with climate change, inequity, and disinformation.
How does video game play help with mental health?
Rationale: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans. Objective: We examined how military veterans used video game play to further their mental and behavioral health recovery by conducting an exploratory thematic analysis of the gaming habits of 20 United States military veterans who were in treatment for mental or behavioral health problems. Method: We conducted semi-structured interviews in 2016 and used a framework analytic approach to determine salient themes linking video gaming to mental and behavioral health recovery. Results: Veteran participants reported that video games helped not only with managing moods and stress, but also with three areas related to other aspects of recovery: adaptive coping (e.g. distraction, control, symptom substitution); eudaimonic well-being (confidence, insight, role functioning); and socializing (participation, support, brotherhood). Meaning derived from game narratives and characters, exciting or calming gameplay, and opportunities to connect, talk, and lead others were credited as benefits of gaming. Responses often related closely to military or veteran experiences. At times, excessive use of games led to life problems or feeling addicted, but some veterans with disabilities felt the advantages of extreme play outweighed these problems. Conclusion: Video games seem to provide some veterans with a potent form of "personal medicine" that can promote recovery. Although reasons and results of gaming may vary within and among individuals, clinicians may wish to discuss video game play with their patients to help patients optimize their use of games to support recovery.
What is a parent's guide to video games?
A Parent’s Guide to Video Games. The essential guide to understanding how video games impact your child’s physical, social, and psychological well-being.
Is gaming disorder a new disorder?
However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Secondly, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Thirdly, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.
Can gamification improve ESP?
Previous research has reported adverse health outcomes for emergency services personnel (ESP), outcomes that research more broadly has shown can be improved using a gamification and mobile health (mhealth) apps approach. We conducted a review of research on gamification and mhealth apps for ESP that had been published in the last 19 years using 6 major research databases. The results demonstrated that virtually no relevant research has been published, suggesting a significant gap in the evidence base of an approach that could potentially have significant benefits for the health of ESP.
Is video game addiction a mental disorder?
Whether pathological video game overuse constitutes a distinct mental disorder remains an issue of controversy among scholars. Both empirical data and scholarly opinions differ regarding the status of path ological gaming and whether "addiction" is the best frame by which to understand video game use. The current study sought to examine the status of scholarly opinions in a survey of 214 scholars to examine their opinion of possible behavioral effects of games. Results indicated a variance of opinions. About 60.8% of scholars agreed pathological gaming could be a mental health problem, whereas 30.4% were skeptical. However, only 49.7% believed the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for "internet gaming disorder" were valid, with slightly higher numbers, 56.5%, supporting the World Health Organization (WHO) "gaming disorder" diagnosis. More scholars worried about both the DSM and WHO criteria overpathologizing normal youth than those who were not worried about the same. Scholars were likewise split over whether the DSM/WHO had precipitated moral panics over video games. Belief in pathological gaming was positively predicted by hostile attitudes toward children and negatively by participants' experience with games. Overall results indicated continued significant disagreements among scholars related to pathological gaming. Claims of consensus are, at this juncture, likely premature.
Is internet gaming a psychiatric disorder?
Method: Four survey studies (N=18,932) with large international cohorts employed an open-science methodology wherein the analysis plans for confirmatory hypotheses were registered prior to data collection. Results: Among those who played games, more than 2 out of 3 did not report any symptoms of Internet gaming disorder, and findings showed that a very small proportion of the general population (between 0.3% and 1.0%) might qualify for a potential acute diagnosis of Internet gaming disorder. Comparison to gambling disorder revealed that Internet-based games may be significantly less addictive than gambling and similarly dysregulating as electronic games more generally. Conclusions: The evidence linking Internet gaming disorder to game engagement was strong, but links to physical, social, and mental health outcomes were decidedly mixed.
