Cited by 147Educational Games and GamificationDigital Mental Health InterventionsDigital Games and Media

Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime

Open access
Colder Carras, Michelle, Van Rooij, Antonius J., Spruijt-Metz, Donna, Kvedar, Joseph, Griffiths, Mark D., Carabas, Yorghos, Labrique, Alain·2018·Frontiers in Psychiatry

Abstract

Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.

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Crossref · 10.3389/fpsyt.2017.00300

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  • Commercial games such as Rayman 2 have been explored in their unmodified forms for effectiveness in social skills training for autism and cognitive distraction for anxiety and nausea for patients undergoing chemotherapy, with limited success.

    “Commercial games (such as Rayman 2) have been explored in their unmodified forms for their effectiveness in helping with social skills training for autism, and cognitive distraction for anxiety and nausea for patients undergoing chemotherapy,27 with limited success.”

    From A novel ACT-based video game to support mental health through embedded learning: A mixed-methods feasibility study protocol (2020) · cites this paper as [27]

    The Introduction (no page provided) describes research on unmodified commercial games, Table 1 lists games used for distraction from anxiety and nausea during chemotherapy, and the Introduction discusses games for social-skills training, citing an autism study. Our copy does not identify Rayman 2 or characterize these uses as having had limited success. (LLM, conf=0.84)

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  1. [15]Pope AT Palsson OS Helping Video Games Rewire “Our Minds” [Internet]. Arts & Humanities in Public Life Conference: “Playing by the Rules: The Cultural Policy Challenges of Video Games” Chicago, IL (2001). Available from: http://archive.org/details/nasa_techdoc_20040086464
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  5. [50]International Committee of Medical Journal Editors. Recommendations | Clinical Trial Registration [Internet]. International Committee of Medical Journal Editors (2016). Available from: http://www.icmje.org/recommendations/browse/publishing-and-editorial-issues/clinical-trial-registration.html

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Authors
Colder Carras, M., Van Rooij, A. J., Spruijt-Metz, D., Kvedar, J., Griffiths, M. D., Carabas, Y., & Labrique, A.
Affiliations
  • Harvard University (US)
  • Nottingham Trent University (GB)
  • Johns Hopkins University (US)
Venue
Frontiers in Psychiatry
Published
2018-01-22
Volume
8
Pages
300-300
ISSN
1664-0640 (ISSN-L)
OpenAlex
W2785850828
Cited by
147
References
42
Citations by year
2026: 6 · 2025: 13 · 2024: 31 · 2023: 16 · 2022: 23 · 2021: 17 · 2020: 12 · 2019: 28 · 2018: 1
FWCI
3.09
Type
journal article
Language
en
Open access
Locations
  • Frontiers in Psychiatry (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • Nottingham Trent University's Institutional Repository (Nottingham Trent Repository) (acceptedVersion)
  • Radboud Repository (Radboud University) (submittedVersion, other-oa)
  • Digital Access to Scholarship at Harvard (DASH) (Harvard University) (submittedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Radboud Repository (Radboud University) (submittedVersion)
Funders
National Institute of Mental Health (5T32MH014592-39)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
commercial video games, serious games, video game therapy, psychotherapy, mental health prevention, rehabilitation, online gaming communities, digital health interventions, research agenda, terminology standardization

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