Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime
Open accessAbstract
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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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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Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
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The Influence of Online Gaming Experience and Its Social Components on Gamers’ Mental Health
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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
- Publisher
- Frontiers Media SA
- Published
- 2018-01-22
- Volume
- 8
- Pages
- 300-300
- ISSN
- 1664-0640 (ISSN-L)
- PMC
- PMC5786876
- 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
- gold
- doi.org
- 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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