Video Games in Health Care: Closing the Gap
Abstract
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care.
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Serious gaming is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups.
“Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups [31-35].”
Serious games designed specifically for health promotion provide additional benefits compared to purely leisure games, for example by providing health-related information.
“Although several commercial off-the-shelf games have been effective in obtaining health benefits (Peng et al. 2011), serious games designed specifically for health promotion provide additional benefits compared to these purely leisure games, for example by providing health-related information (Kato 2010).”
From A meta-analysis of serious digital games for healthy lifestyle promotion (2014) · cites this paper as Kato 2010
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- Authors
- Kato, P. M.
- Affiliations
- University Medical Center Utrecht (NL)
- Corresponding author
- Kato, Pamela M.
- ORCID
- Kato, Pamela M.
- Venue
- Review of General Psychology
- Publisher
- SAGE Publications
- Published
- 2010-06
- Volume
- 14
- Issue
- 2
- Pages
- 113-121
- ISSN
- 1089-2680 (ISSN-L)
- 1939-1552
- OpenAlex
- W2098691028
- Cited by
- 502
- References
- 66
- Citations by year
- 2026: 9 · 2025: 21 · 2024: 25 · 2023: 18 · 2022: 28 · 2021: 28 · 2020: 25 · 2019: 28 · 2018: 43 · 2017: 46 · 2016: 48 · 2015: 52 · 2014: 47 · 2013: 40 · 2012: 23
- FWCI
- 51.27
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Review of General Psychology (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video games, health care, serious games, game-based training, surgical training, medical education, medication adherence, patient education, commercial video games, clinical skills training
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