2018
DOI: 10.2196/jmir.9739
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Effectiveness of Serious Gaming During the Multidisciplinary Rehabilitation of Patients With Complex Chronic Pain or Fatigue: Natural Quasi-Experiment

Abstract: BackgroundCurrent evidence for the effectiveness of specialist multidisciplinary programs for burdensome chronic pain and functional somatic syndromes drives the effort to improve approaches, strategies, and delivery modes. It remains unknown to what extent and in what respect serious gaming during the regular outpatient rehabilitation can contribute to health outcomes.ObjectiveThe objectives of our study were to determine the effect of additional serious gaming on (1) physical and emotional functioning in gen… Show more

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Cited by 12 publications
(6 citation statements)
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References 71 publications
(92 reference statements)
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“…The next most common motive was escapism, which implies that participants played games to regulate dysphoria and escape from the hassles of daily life. Indeed, video gaming has been considered a culturally acceptable way to relieve the stress of reality [ 23 , 25 ]. On the other hand, some scholars argue that escapism is associated with gaming addiction and adverse emotional experiences [ 66 - 69 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The next most common motive was escapism, which implies that participants played games to regulate dysphoria and escape from the hassles of daily life. Indeed, video gaming has been considered a culturally acceptable way to relieve the stress of reality [ 23 , 25 ]. On the other hand, some scholars argue that escapism is associated with gaming addiction and adverse emotional experiences [ 66 - 69 ].…”
Section: Discussionmentioning
confidence: 99%
“…In recent years, different types of video games, including computer games [ 16 , 17 ], mobile games [ 18 ], serious games [ 19 - 23 ], and virtual reality [ 24 - 26 ], have been created as adjunctive treatments for various illnesses and they have resulted in desirable outcomes. Scholars suggest that video gaming is a novel intervention for social reconstruction and skills training in people with mental illness [ 16 , 19 , 21 , 27 ].…”
Section: Introductionmentioning
confidence: 99%
“…Additionally, all five dimensions of U&G theory influence attitudes towards video games (Chang & Lee, 2022; Xu et al, 2023). For example, users can escape from their daily life issues by engaging in games (Fraser et al, 2023; Marques et al, 2023; Nguyen, 2015; Oing & Prescott, 2018; Salman et al, 2022; Stellhorn, 2022; Vugts et al, 2018). The characteristics of certain types of games allow players to escape from life pressures, deal with negative situations, and feel power and autonomy (Şalvarlı & Griffiths, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…The next most common motive was escapism, which implies that participants played games to regulate dysphoria and escape from the hassles of daily life. Indeed, video gaming has been considered a culturally acceptable way to relieve the stress of reality [23,25]. On the other hand, some scholars argue that escapism is associated with gaming addiction and adverse emotional experiences [66][67][68][69].…”
Section: Gaming Attitudesmentioning
confidence: 99%
“…In recent years, different types of video games, including computer games [16,17], mobile games [18], serious games [19][20][21][22][23], and virtual reality [24][25][26], have been created as adjunctive treatments for various illnesses and they have resulted in desirable outcomes. Scholars suggest that video gaming is a novel intervention for social reconstruction and skills training in people with mental illness [16,19,21,27].…”
Section: Introductionmentioning
confidence: 99%