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Serious game as a therapeutic tool in psychiatry: A systematic review T. Fovet,∗, J.-A. Micoulaud-Franchi, G. Vaivaa, P. Thomas, R. Jardri, A. Amad - 2016

Informations

Support : Références scientifiques
Author(s) : T. Fovet,∗, J.-A. Micoulaud-Franchi, G. Vaivaa, P. Thomas, R. Jardri, A. Amad
Editor : L?Encéphale, Paris, Volume 42, Issue 5, October 2016, Pages 463?469
Date : 2016
Lang : Lang


Description

Abstract

Context

The growing field of new technologies offers new ways to tackle psychiatric disorders (e.g. virtual reality therapy, neurofeedback, etc.). Serious games (SG) are computer applications combining serious aspects with the fun side of video games. This kind of new media could find applications to treat psychiatric disorders.

Objective

This paper summarizes available data in the literature about therapeutic interventions using SG in psychiatry.

Method

A Medline search was conducted in May 2014 using the following Medical Subject Headings (MESH) terms: “video games”, “mental disorders”, and “psychotherapy”.

Results

Only 10 relevant references were identified according to our inclusion criteria. These studies show that SG are very interesting tools to improve the management of psychiatric disorders. However, only low-level evidence is available to support treatment with SG in patients suffering from psychiatric disorders. Indeed, randomized controlled trials are rare in this field of research.

Conclusion

SG provide promising therapeutic innovations for the management of psychiatric disorders. Moreover, they could easily be developed in accordance with current dimensional approaches. Finally, major issues to facilitate the implementation of future work on SG in psychiatry are discussed.

 

References (1):

 

Alvarez J. Du jeu vidéo au serious game : approches culturelle, pragmatique et formelle. Toulouse 2; 2007.  



Keywords : Psychiatry, Video game, Psychotherapy, Serious game, Psychiatric disorder