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Online Video Game Therapy for Mental Health Concerns: A Review

Author

Listed:
  • Nathan Wilkinson

    (Institute of Health and Social Policy, McGill University, Canada)

  • Rebecca P. Ang

    (Division of Psychology, School of Humanities and Social Sciences, Nanyang Technological University, Singapore, rpang@ntu.edu.sg)

  • Dion H. Goh

    (Division of Information Studies, Wee Kim Kee School of Communication and Information, Nanyang Technological University, Singapore)

Abstract

Background: There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. Material: A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. Discussion: We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Conclusion: Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

Suggested Citation

  • Nathan Wilkinson & Rebecca P. Ang & Dion H. Goh, 2008. "Online Video Game Therapy for Mental Health Concerns: A Review," International Journal of Social Psychiatry, , vol. 54(4), pages 370-382, July.
  • Handle: RePEc:sae:socpsy:v:54:y:2008:i:4:p:370-382
    DOI: 10.1177/0020764008091659
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    Citations

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    Cited by:

    1. Aventin, Áine & Houston, Stan & Macdonald, Geraldine, 2014. "Utilising a computer game as a therapeutic intervention for youth in residential care: Some preliminary findings on use and acceptability," Children and Youth Services Review, Elsevier, vol. 47(P3), pages 362-369.
    2. Arja Häggman‐Laitila & Raija Seppänen & Katri Vehviläinen‐Julkunen & Anna‐Maija Pietilä, 2010. "Benefits of video home training on families’ health and interaction: evaluation based on follow‐up visits," Journal of Clinical Nursing, John Wiley & Sons, vol. 19(23‐24), pages 3504-3515, December.
    3. Maite Frutos-Pascual & Begoña García Zapirain & Amaia Méndez Zorrilla, 2014. "Adaptive Tele-Therapies Based on Serious Games for Health for People with Time-Management and Organisational Problems: Preliminary Results," IJERPH, MDPI, vol. 11(1), pages 1-24, January.
    4. Ignacio Miralles & Carlos Granell, 2019. "Considerations for Designing Context-Aware Mobile Apps for Mental Health Interventions," IJERPH, MDPI, vol. 16(7), pages 1-21, April.
    5. James Stewart & Lizzy Bleumers & Centeno, 2013. "The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy," JRC Research Reports JRC78777, Joint Research Centre.
    6. Helen Morgan & Amanda O'Donovan & Renita Almeida & Ashleigh Lin & Yael Perry, 2020. "The Role of the Avatar in Gaming for Trans and Gender Diverse Young People," IJERPH, MDPI, vol. 17(22), pages 1-11, November.

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