2018
DOI: 10.3389/fpsyt.2017.00300
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Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

Abstract: 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 accountin… Show more

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Cited by 107 publications
(83 citation statements)
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“…Whilst considering that this domain of research is promising, previous authors have highlighted the need for comparative evaluations of these different types of games and regular evaluations of their effects in these indications (38). Therefore, the aim of this literature review was to evaluate the effectiveness of serious games and commercially available games in the treatment and prevention of psychiatric disorders in children and adolescents.…”
Section: Introductionmentioning
confidence: 99%
“…Whilst considering that this domain of research is promising, previous authors have highlighted the need for comparative evaluations of these different types of games and regular evaluations of their effects in these indications (38). Therefore, the aim of this literature review was to evaluate the effectiveness of serious games and commercially available games in the treatment and prevention of psychiatric disorders in children and adolescents.…”
Section: Introductionmentioning
confidence: 99%
“…Playing video games has become one of the most valued entertainment options for approximately 2.34 billion individuals (Statista, 2018). Research has confirmed that gaming can have many positive educational, social, and therapeutic effects in a healthy context (Colder Carras et al, 2018;Granic, Lobel, & Engels, 2014;Griffiths, Kuss, & Ortiz de Gortari, 2017;Nuyens, Kuss, Lopez-Fernandez, & Griffiths, 2018). However, for a minority of individuals, gaming is used in a dysfunctional way, becoming disruptive and potentially meeting criteria for addiction (Griffiths, 2005;Pontes & Griffiths, 2015b) with impacts experienced on a cognitive, psychological, and emotional level.…”
Section: Introductionmentioning
confidence: 99%
“…The entrepreneurs of computer or mobiles games, aiming the better health of users must keep the aspect of corporate social responsibility in their plans [20] . The corporate social responsibility is keystone for the success of business [21] helping in video game therapy for good health [22] . We mainly focused on those people who live in far-flung areas where facilities of schools and hospitals are not enough and significant in terms of a number of inhabitants having depression due to social and environmental factors.…”
Section: Discussionmentioning
confidence: 99%