2016
DOI: 10.3389/fpsyt.2016.00064
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A Serious Game to Improve Cognitive Functions in Schizophrenia: A Pilot Study

Abstract: Cognitive deficits in schizophrenia impair everyday functioning and instrumental daily living activities. These disabilities can be partly responsible for chronicity and institutionalization. We present here a virtual reality (VR) tool in which patients with schizophrenia performed a virtual game in an imaginary town during a 3-month program. In a pilot study, seven patients with schizophrenia (DSM-5), institutionalized for many years, attended weekly 1-h-and-a-half sessions organized by two clinicians. During… Show more

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Cited by 55 publications
(62 citation statements)
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“…In contrast, a growing body of evidence converged in demonstrating that video game use is susceptible to improvement of specific cognitive processes (Anguera et al, 2013), which notably opens up promising avenues for developing game-based interventions in various populations, including elderly individuals, conditions marked by impaired self-control (e.g., neuropsychological, impulse control, or addictive disorders) (Thorens et al, 2016), and psychiatric disorders characterized by severe cognitive alterations (e.g., schizophrenia; Amado et al, 2016). To date, among the video game genres described above, demonstrated cognitive benefits were limited to studies conducted on FPSs.…”
Section: Self-control and Online Gamingmentioning
confidence: 99%
“…In contrast, a growing body of evidence converged in demonstrating that video game use is susceptible to improvement of specific cognitive processes (Anguera et al, 2013), which notably opens up promising avenues for developing game-based interventions in various populations, including elderly individuals, conditions marked by impaired self-control (e.g., neuropsychological, impulse control, or addictive disorders) (Thorens et al, 2016), and psychiatric disorders characterized by severe cognitive alterations (e.g., schizophrenia; Amado et al, 2016). To date, among the video game genres described above, demonstrated cognitive benefits were limited to studies conducted on FPSs.…”
Section: Self-control and Online Gamingmentioning
confidence: 99%
“…Certain mental disorders may be underrepresented in this review due to exclusions of cognitive rehabilitation (CR), educational/social skills, and VR games. Many of the CR or educational games target disorders such as autism 34,35 (see game development reviews 36,37 ), ADHD, dementia/neurocognitive impairment, schizophrenia, 38 and depression. 39 Similarly, VR games tended to treat anxiety disorders.…”
Section: Resultsmentioning
confidence: 99%
“…The problem is crucial in social robotics, where new advancements in human-robot interaction can promote novel diagnostic and rehabilitation strategies for patient suffering from social and motor disorders [6].…”
Section: Introductionmentioning
confidence: 99%