Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

被引:58
作者
Carras, Michelle Colder [1 ,2 ]
Van Rooij, Antonius J. [3 ]
Spruijt-Metz, Donna [4 ]
Kvedar, Joseph [5 ]
Griffiths, Mark D. [6 ]
Carabas, Yorghos [1 ,2 ]
Labrique, Alain [1 ,2 ]
机构
[1] Johns Hopkins Bloomberg Sch Publ Hlth, Baltimore, MD 21205 USA
[2] Johns Hopkins Univ, Global mHlth Initiat, Baltimore, MD 21218 USA
[3] Netherlands Inst Mental Hlth & Addict, Trimbos Inst, Utrecht, Netherlands
[4] Univ Southern Calif, Dornsife Ctr Econ & Social Res, Los Angeles, CA USA
[5] Harvard Med Sch, Boston, MA USA
[6] Nottingham Trent Univ, Nottingham, England
关键词
video games; mental health; prevention; technology; social media; eHealth; Internet; social support; PHYSICAL-ACTIVITY; ONLINE; REHABILITATION; PSYCHOTHERAPY; DISTRACTION; EFFICACY; PLAY;
D O I
10.3389/fpsyt.2017.00300
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
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 accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.
引用
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页数:7
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