Therapists and patients enjoy and benefit from interventions that use electronic games (EG) in health care and mental health settings, with a variety of diagnoses and therapeutic goals. We reviewed the use of electronic games designed specifically for a therapeutic purpose, electronic games for psychotherapy (EGP), also called serious games, and commercially produced games used as an adjunct to psychotherapy, electronic games for entertainment (EGE). Recent research on the benefits of EG in rehabilitation settings, EGP, and EGE indicates that electronic methods are often equivalent to more traditional treatments and may be more enjoyable or acceptable, at least to some consumers. Methodological concerns include the lack of randomized controlled trials (RCT) for many applications. Suggestions are offered for using EG in therapeutic practice.
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http://dx.doi.org/10.1007/s11920-014-0520-6 | DOI Listing |
J Pediatr Nurs
January 2025
Department of Nursing, the Second Hospital, Shanxi Medical University, Taiyuan 030001, Shanxi, China. Electronic address:
Background: Children with fractured limbs usually have moderate to high pain, and distraction can help reduce their pain and anxiety. Virtual reality technology is an emerging method of distraction. We investigated whether the use of immersive virtual reality gaming technology to treat perioperative pain in children with school-age limb fractures effectively.
View Article and Find Full Text PDFInt J Psychophysiol
January 2025
University of Luxembourg, Department of Behavioural and Cognitive Sciences, 11 Porte des Sciences, 4366 Esch-sur-Alzette, Luxembourg.
Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with N = 82 participants, we assessed acute stress reduction after playing a violent vs.
View Article and Find Full Text PDFLancet Child Adolesc Health
January 2025
Oxford Internet Institute, University of Oxford, Oxford, UK. Electronic address:
In this Personal View, we critically evaluate the limitations and underlying challenges of existing research into the negative mental health consequences of internet-mediated technologies on young people. We argue that identifying and proactively addressing consistent shortcomings is the most effective method for building an accurate evidence base for the forthcoming influx of research on the effects of artificial intelligence (AI) on children and adolescents. Basic research, advice for caregivers, and evidence for policy makers should tackle the challenges that led to the misunderstanding of social media harms.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Nursing, Jilin University, Changchun, China.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
View Article and Find Full Text PDFBioengineering (Basel)
December 2024
School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing 100083, China.
With the aging population rising, the decline in spatial cognitive ability has become a critical issue affecting the quality of life among the elderly. Electroencephalogram (EEG) signal analysis presents substantial potential in spatial cognitive assessments. However, conventional methods struggle to effectively classify spatial cognitive states, particularly in tasks requiring multi-class discrimination of pre- and post-training cognitive states.
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