2008
DOI: 10.1080/15228830802099998
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Therapeutic Applications of Online Gaming

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Cited by 20 publications
(10 citation statements)
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“…Furthermore, in contrast to the cross-sectional studies, it is interesting that the only study which looked at the phenomenon of MMORPG playing over time [ 31 ] found significant associations of positive as well as negative effect upon psychosocial well-being, leading some to question whether low psychosocial well-being is a cause or consequence of heavy gaming [ 55 ]. Indeed, others have begun to discuss and explore the potential of online gaming as a viable therapeutic modality [ 56 , 57 ].…”
Section: Resultsmentioning
confidence: 99%
“…Furthermore, in contrast to the cross-sectional studies, it is interesting that the only study which looked at the phenomenon of MMORPG playing over time [ 31 ] found significant associations of positive as well as negative effect upon psychosocial well-being, leading some to question whether low psychosocial well-being is a cause or consequence of heavy gaming [ 55 ]. Indeed, others have begun to discuss and explore the potential of online gaming as a viable therapeutic modality [ 56 , 57 ].…”
Section: Resultsmentioning
confidence: 99%
“…(7) Generate the prototype for testing. (8) In the debugging stage, when there is bug, the prototype would be adjusted; and when aesthetics seemed inappropriate, the system visualization would be adjusted. (9) At the end, artistic refinish would be done.…”
Section: A Emotion Labyrinth Game Designmentioning
confidence: 99%
“…Online gaming typically consists of computerised video games that are played via the internet. The games are designed to stimulate knowledge acquisition and retention, while promoting information recall, and adaptation to enhance self-care behaviour performance (Freddolino and Blaschke, 2008). Opportunities for social networking are available through online blogs and discussion rooms, which are incorporated into the gaming intervention (Taekman and Shelley, 2010) in an attempt to enhance the interactions between individuals.…”
Section: Proposed Gaming Interventionmentioning
confidence: 99%