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针对心理健康问题的在线视频游戏疗法:一项综述。

Online video game therapy for mental health concerns: a review.

作者信息

Wilkinson Nathan, Ang Rebecca P, Goh Dion H

机构信息

Institute of Health and Social Policy, McGill University, Canada.

出版信息

Int J Soc Psychiatry. 2008 Jul;54(4):370-82. doi: 10.1177/0020764008091659.

Abstract

BACKGROUND

There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders.

MATERIAL

A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist.

DISCUSSION

We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies.

CONCLUSION

Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

摘要

背景

已有关于将离线视频游戏用于治疗目的的研究,但在线视频游戏疗法仍研究不足。在线治疗干预直到最近才纳入游戏元素。因此,本综述是利用这些最新技术和文化创新迈出的及时的第一步,特别是用于治疗特殊需求群体,如年轻人、老年人以及患有多动症、焦虑症和自闭症谱系障碍等各种病症的人群。

材料

对两项技术进步的研究结果进行了综合综述:20世纪80年代家用电脑的普及,引发了大量关于治疗性视频游戏治疗各种心理健康状况的研究;以及20世纪90年代互联网的兴起,使电脑被视为治疗互动的渠道而非治疗师的替代品。

讨论

我们通过对开创性研究的考量,讨论了视频游戏和互联网现在如何能在治疗干预中结合。

结论

未来关于心理健康问题的在线视频游戏疗法的研究可能集中在两种广泛类型的游戏上:简单社交游戏,所有年龄段的玩家都能接触并从中获得乐趣;以及在线世界,它为叙事内容和与治疗师及其他患者的沉浸式远程互动提供了独特机会。这两种类型都可用于评估和训练目的,并提供一个无限的社交互动平台。心理健康领域可以从治疗师和工程师之间更多的合作努力中受益,使这些创新成为现实。

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