IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

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

Videogames as Therapy: A Review of the Medical and Psychological Literature
View Sample PDF
Author(s): Mark Griffiths (Nottingham Trent University, UK), Daria J. Kuss (Nottingham Trent University, UK)and Angelica B. Ortiz de Gortari (Nottingham Trent University, UK)
Copyright: 2013
Pages: 26
Source title: Handbook of Research on ICTs and Management Systems for Improving Efficiency in Healthcare and Social Care
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Isabel Maria Miranda (Municipality of Guimarães, Portugal)and Patricia Gonçalves (School of Technology at the Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-3990-4.ch003

Purchase

View Videogames as Therapy: A Review of the Medical and Psychological Literature on the publisher's website for pricing and purchasing information.

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.

Related Content

. © 2024. 27 pages.
. © 2024. 10 pages.
. © 2024. 13 pages.
. © 2024. 6 pages.
. © 2024. 23 pages.
. © 2024. 14 pages.
. © 2024. 7 pages.
Body Bottom