2016
DOI: 10.3389/fpsyg.2016.01085
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Videogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment

Abstract: Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the i… Show more

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Cited by 14 publications
(6 citation statements)
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References 15 publications
(18 reference statements)
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“…Aside the synchronous and asynchronous mode of doing online counseling, a number of applications (gamification) have been developed to assist in this regard (Dennis & O'Toole, 2014;Franco, 2016;Granic et al, 2014). For instance, the use of computer games serves as a motivation for young people designed to challenge them to progress to their targets and beyond and completing challenging tasks.…”
Section: Review Of Literaturementioning
confidence: 99%
“…Aside the synchronous and asynchronous mode of doing online counseling, a number of applications (gamification) have been developed to assist in this regard (Dennis & O'Toole, 2014;Franco, 2016;Granic et al, 2014). For instance, the use of computer games serves as a motivation for young people designed to challenge them to progress to their targets and beyond and completing challenging tasks.…”
Section: Review Of Literaturementioning
confidence: 99%
“… 7 I distinguish this approach from the observation of or participation in video games as a more structured part of directive play therapy with children, and from the “serious games” formulated specifically for the treatment of psychopathology (Fleming et al 2014). Ceranoglu (2010) and Franco (2016) have written on the former more thoroughly, speaking to the roles that video games can have in bolstering general engagement with psychotherapy, as well as in the evaluation of personal tastes, cognitive skills, and conflict resolution. …”
mentioning
confidence: 99%
“…A significant amount of the population plays videogames (Franco, 2016) and not using videogames in the context of narrative therapy, or even therapy in general, may not make therapeutic sense. Adopting videogames as tools, much like board games and movies can make a significant impact on our client's lives.…”
Section: Resultsmentioning
confidence: 99%