Thereisalonghistoryofusingvideogamesinatherapeuticcapacityincludingrehabilitationfor strokepatients,peoplewithtraumaticbraininjuries,burnsvictims,wheelchairusers,Erb'spalsy sufferers,childrenundergoingchemotherapy,childrenwithmusculardystrophy,autisticchildrenand individualslookingtoovercomereal-lifechallenges(includingsymptomsofdepression)andboost theirwellbeing(includingboostinglifesatisfaction,self-efficacyandsocialsupport).Thispaper brieflyandselectivelyexaminesanumberofareasincluding:(1)videogamesasphysiotherapyand occupationaltherapy,(2)videogamesasdistractorsintheroleofpainmanagement,(3)videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skillsamongthelearningdisabled,(5)videogamesandimpulsivity/attentiondeficitdisorders,(6) videogamesandtherapeuticbenefitsintheelderly,(7)videogamesinpsychotherapeuticsettings, (8)videogamesandhealthcare,(9)videogamesandanxietydisorders,and(10)videogamesand psychologicalwellbeing.Itisconcludedthattherehasbeenconsiderablesuccesswhengamesare specificallydesignedtoaddressaspecificproblemortoteachacertainskill.However,generalizability outsidethegame-playingsituationremainsanimportantconsideration.