Therapeutic Gaming: Literature Review

Feedback from my ‘Video Games and Violence’ popup showcase highlighted the need to broaden my project’s scope. While initially focused on dispelling the misconception that video games incite violence, probing questions about societal benefits and potential for an impactful change made me reconsider. These feedbacks led me to explore the therapeutic uses of video games. This new direction promises greater impact by supporting neurodivergent individuals, while also challenging longstanding prejudices by showcasing the constructive potential of video games.

Video Games and Therapeutic Potentials

At the start of this research journey, I discovered an intersection between the joy of video games and the serious potential for therapeutic intervention for neurodivergent individuals. It was a study by Colder Carras et al. (2020) that helped ground me in my direction. “Emerging research suggests that commercial off-the-shelf video games have potential applications in preventive and therapeutic medicine.” This statement became the starting point, prompting me to look deeper into how video games could genuinely contribute to society besides being an entertainment.

From Theory to Tangible Experience

The literature illuminated the tangible impact video games could have on understanding and empathy. Meinen (2021) brought to life the excitement around simulation games, noting that they have the “theoretical potential to show not only what a psychiatric condition looks like from the outside but also what’s going on in someone’s mind.” This perspective on games opened up the idea that they could be more than entertainment, they could be a medium for understanding more complex experiences.

Prescription Video Game

The evolution of video games in therapeutic contexts marks a significant milestone in healthcare. Meinen (2023) captures this transformative moment: “In 2020 the FDA approved the first video game on prescription… some going as far as enthusiastically describing prescription video games as ‘the future of medicine’.” This approval shows a shift towards recognizing video games not just as entertainment, but as active participants in medical treatment, offering a promising platform for enhancing neurodivergent individuals’ engagement and understanding of their own experiences in a more immersive and interactive way.

Play for Social Engagement

Franco (2016) sheds light on the potential of video games for therapeutic purposes, significantly enhancing our understanding of their value. He notes, “A group of researchers conducted weekly 1 h video game-based group therapy once a week for 6 months. They found that video game integrative video game-based group therapy are a motivating and effective treatment approach to improving self-awareness, social skills, and behaviors in people with TBI.” This evidence challenges societal misconceptions and highlights video games as viable tools for rehabilitation, aligning with my goal to shift the narrative around video games towards a more positive and therapeutic perspective.

Expanding the Therapeutic Toolbox

Every piece of paper I’ve read here adds a new layer of understanding. I came across a paper discussing the effectiveness of serious games in therapy, a game category I have never heard of before. Unlike traditional video games designed primarily for entertainment, serious games have a primary focus on education, training, health improvement, or therapeutic support. They are crafted with the intention of solving problems, enhancing learning experiences, or aiding in therapy. Vacca et al. (2023) expanded upon this by suggesting that “SG-based [Serious Games] therapeutic interventions have been well accepted by children with cognitive disabilities such as ASD, ADHD, DS [Down Syndrome], and FXS [Fragile X Syndrome], showing to be effective in improving cognitive areas, social interaction, and motor skill function.” These findings adds to the narrative of video games as tools that can cater to a spectrum of therapeutic needs.

Integrating Gaming into Therapeutic Practices

Among the sources the informed my exploration was the review of practices by Griffiths et al. (2012), which catalogues the various ways video games have been utilized for therapeutic purposes. They highlight how video games have evolved beyond mere entertainment to become valuable tools in physiotherapy, occupational therapy, and cognitive rehabilitation. This insight not only validates the therapeutic benefits of video games but also showcases their versatility in addressing a wide range of health and psychological conditions. It lays a foundational perspective on video games as multifaceted therapeutic instruments, further motivating my exploration into gaming’s application for neurodivergent individuals.

A New Frontier (?)

Throughout this exploration, I’ve noticed a recurring theme: a lot of the research surrounding the use of video games in therapy are published very recently, pointing towards this being a relatively new field of study. This realization is exciting, it highlights the potential for impactful work in an area ripe for exploration. The recency of much of this research suggests that there’s much we don’t yet understand about the therapeutic possibilities of video games, especially for neurodivergent individuals. This gap presents a unique opportunity not only to contribute to a developing field but also to help in the process of exacting real societal impact.

References

Colder Carras, M., et al., (2020). ‘Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime’. Frontiers in Psychiatry, 8(300).

Franco, G.E., (2016). ‘Video Games and Therapy: A Narrative Review of Recent Publication and Application to Treatment’. Frontiers in Psychology, 7:1085. DOI: 10.3389/fpsyg.2016.01085.

Griffiths, M.D., Kuss, D.J., and Ortiz de Gortari, A.B., (2012). ‘Video Games as Therapy: A Review of the Medical and Psychological Literature’. In: Cruz-Cunha, M.M., Miranda, I.M., and Gonçalves, P., eds., Handbook of Research on ICTs for Healthcare and Social Services: Developments and Applications, IGI Global, pp.43-68.

Meinen, L., (2021). ‘Experiences of Neurodivergent People When Playing an Educational Video Game About Their Own Diagnosis’. Journal of Autism and Developmental Disorders.

Meinen, L., (2023). ‘Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Video Games’. Games and Culture, 18(2). DOI:10.1177/15554120221149538.

Vacca, R.A., et al., (2023). ‘Serious Games in the New Era of Digital-Health Interventions: A Narrative Review of Their Therapeutic Applications to Manage Neurobehavior in Neurodevelopmental Disorders’. Neuroscience and Biobehavioral Reviews.



Leave a Reply

Your email address will not be published. Required fields are marked *