Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature
Abstract
There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.
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Mental health apps provide a potential way to reduce symptoms and increase adherence by dispensing psychoeducation and therapeutic skills through an accessible electronic format.
“Mental health apps provide a potential way to reduce symptoms and increase adherence by dispensing psychoeducation and other therapeutic skills through an electronic, easily accessible format [26-34].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [32]
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Videogame Addiction: Fact or Fiction?
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Self-citationExperiences Using a PC in Play Therapy with Children
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Self-citationComputer Games to Enhance Adolescent Sex Education
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Six, S. G., Byrne, K. A., Tibbett, T. P., & Pericot-Valverde, I. (2021) · JMIR Mental Health · doi:10.2196/32199 · Cited by 95 · see citing works
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Self-citationTullett-Prado, D., Schivinski, B., Poulus, D., Griffiths, M. D., & Stavropoulos, V. (2025) · Behaviour and Information Technology · doi:10.1080/0144929x.2025.2504510 · Cited by 3 · see citing works
Self-citationLa Video Game Therapy® Un approccio innovativo integrato
Bocci, F., & Girelli, A. (2024) · RIVISTA SPERIMENTALE DI FRENIATRIA · doi:10.3280/rsf2024-003006 · Cited by 1 · see citing works
Nkiko, C. M., & Kuss, D. J. (2026) · Addiction & Prevention · doi:10.3390/addictprev1010002
Self-citation
- Authors
- Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B.
- Affiliations
- Nottingham Trent University (GB)
- Nottingham Trent University, UK & University of Liège, Belgium
- Venue
- Alternative Pain Management
- Publisher
- IGI Global
- Published
- 2020
- Pages
- 324-363
- OpenAlex
- W4211101332
- Cited by
- 5
- References
- 128
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 1 · 2023: 1 · 2021: 1
- FWCI
- 0.97
- Type
- book chapter
- Language
- en
- Open access
- closed
- Locations
- IGI Global eBooks (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Keywords
- video games, serious games, therapeutic use of games, rehabilitation, cognitive rehabilitation, pain management, distraction therapy, occupational therapy, physiotherapy, autism spectrum disorder, learning disabilities, attention deficit disorder, impulsivity, older adults, psychotherapy, anxiety disorders, psychological well-being, depression, self-efficacy, social support, life satisfaction
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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