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=== Electronic Games ===
=== Electronic Games ===
The prevalence and popularity of video games in recent years has created a wealth of psychological studies centered around them. While the bulk of those studies have covered [[Violence and video games|video game violence]] and [[Video game addiction|addiction]], some practitioners are becoming interested in including such games as therapeutic tools. The commonalities between electronic and traditional play (such as providing a safe space to work through strong emotions) infer similar benefits. Use of electronic games by clinicians is a new practice, and unknown risks and benefits may arise as the practice becomes more mainstream.<ref name=":0" />
The prevalence and popularity of video games in recent years has created a wealth of psychological studies centered around them. While the bulk of those studies have covered [[Violence and video games|video game violence]] and [[Video game addiction|addiction]], some mental health practitioners are becoming interested in including such games as therapeutic tools. Since the introduction of electronic media into popular culture, the nature of games has become "increasingly complex, diverse, realistic, and social in nature."<ref>{{Cite journal|last=Granic|first=Isabela|last2=Lobel|first2=Adam|last3=Engels|first3=Rutger C. M. E.|date=January 2004|title=The Benefits of Playing Video Games|url=https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf|journal=American Psychological Association|volume=69|pages=66|doi=10.1037/a0034857|via=}}</ref> The commonalities between electronic and traditional play (such as providing a safe space to work through strong emotions) infer similar benefits. Video games have been broken into two categories: "serious" games, or games developed specifically for health or learning reasons, and "off-the-shelf" games, or games without a clinical focus that may be re-purposed in a clinical setting.<ref>{{Cite journal|last=Horne-Moyer|first=H. Lynn|last2=Moyer|first2=Brian H.|last3=Messer|first3=Drew C.|last4=Messer|first4=Elizabeth S.|date=2014|title=The Use of Electronic Games in Therapy: A Review with Clinical Implications|url=http://www.electronicgamingtherapy.com/Use%20of%20Electronic%20Games%20in%20Therapy.pdf|journal=Current Psychiatry Report|volume=|pages=1|doi=10.1007/s11920-014-0520-6|via=Psychiatry in the Digital Age}}</ref> Use of electronic games by clinicians is a new practice, and unknown risks and benefits may arise as the practice becomes more mainstream.<ref name=":0">{{Cite journal|last=Granic|first=Isabela|last2=Lobel|first2=Adam|last3=Engels|first3=Rutger C. M. E.|date=January 2014|title=The Benefits of Playing Video Games|url=https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf|journal=American Psychologist|volume=69|pages=76|doi=10.1037/a0034857|via=American Psychological Association}}</ref>


Most of the current research relating to electronic games in therapeutic settings are focused on alleviating the symptoms of depression, primarily in teens and adolescents. However, some games have been developed specifically for children with [[Anxiety disorder|anxiety]]<ref>{{Cite web|url=https://copingcatparents.com/Camp_Cope_A_Lot|title=Child Anxiety Tales - Camp Cope-A-Lot|website=copingcatparents.com|language=en|access-date=2019-11-10}}</ref> and [[Attention deficit hyperactivity disorder|Attention Deficit Hyperactivity Disorder (ADHD)]],<ref>{{Cite web|url=https://www.scientificamerican.com/article/this-video-game-may-help-kids-with-adhd/|title=This Video Game May Help Kids with ADHD|last=Robbins,STAT|first=Rebecca|website=Scientific American|language=en|access-date=2019-11-10}}</ref> The same company behind the latter intends to create electronic treatments for children on the [[autism spectrum]], and those living with [[Major depressive disorder|Major Depressive Disorder]], among other disorders.<ref>{{Cite web|url=https://www.akiliinteractive.com/programs-products|title=Programs & Products|website=Akili Interactive|language=en-US|access-date=2019-11-10}}</ref> The favored approach for mental health treatment at this time is through [[Cognitive behavioral therapy|cognitive behavioral therapy (CBT)]].<ref>{{Cite web|url=https://adaa.org/webinar/consumer/what-cognitive-behavioral-therapy-and-how-it-used-treat-anxiety-and-depression|title=What Is Cognitive-Behavioral Therapy and How Is It Used to Treat Anxiety and Depression? {{!}} Anxiety and Depression Association of America, ADAA|website=adaa.org|access-date=2019-11-10}}</ref> While this method is effective, it is not without its limits: for example, boredom with the material, patients forgetting or not practicing techniques outside of a session, or the accessibility of care.<ref name=":0">{{Cite journal|last=Granic|first=Isabela|last2=Lobel|first2=Adam|last3=Engels|first3=Rutger C. M. E.|date=January 2014|title=The Benefits of Playing Video Games|url=https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf|journal=American Psychologist|volume=69|pages=|doi=10.1037/a0034857|via=American Psychological Association}}</ref> It is these areas that therapists hope to address through the use of electronic games. Preliminary research has been done with small groups, but the conclusions drawn warrant studying the issue in greater depth.<ref name=":1">{{Cite journal|last=Ceranoglu|first=T. Atilla|date=2010|title=Video Games in Psychotherapy|url=https://www.apa.org/pubs/journals/releases/gpr-14-2-141.pdf|journal=Review of General Psychology|volume=14|pages=145|doi=10.1037/a0019439|via=American Psychological Association}}</ref>
Most of the current research relating to electronic games in therapeutic settings are focused on alleviating the symptoms of depression, primarily in teens and adolescents. However, some games have been developed specifically for children with [[Anxiety disorder|anxiety]]<ref>{{Cite web|url=https://copingcatparents.com/Camp_Cope_A_Lot|title=Child Anxiety Tales - Camp Cope-A-Lot|website=copingcatparents.com|language=en|access-date=2019-11-10}}</ref> and [[Attention deficit hyperactivity disorder|Attention Deficit Hyperactivity Disorder (ADHD)]],<ref>{{Cite web|url=https://www.scientificamerican.com/article/this-video-game-may-help-kids-with-adhd/|title=This Video Game May Help Kids with ADHD|last=Robbins,STAT|first=Rebecca|website=Scientific American|language=en|access-date=2019-11-10}}</ref> The same company behind the latter intends to create electronic treatments for children on the [[autism spectrum]], and those living with [[Major depressive disorder|Major Depressive Disorder]], among other disorders.<ref>{{Cite web|url=https://www.akiliinteractive.com/programs-products|title=Programs & Products|website=Akili Interactive|language=en-US|access-date=2019-11-10}}</ref> The favored approach for mental health treatment at this time is through [[Cognitive behavioral therapy|cognitive behavioral therapy (CBT)]].<ref>{{Cite web|url=https://adaa.org/webinar/consumer/what-cognitive-behavioral-therapy-and-how-it-used-treat-anxiety-and-depression|title=What Is Cognitive-Behavioral Therapy and How Is It Used to Treat Anxiety and Depression? {{!}} Anxiety and Depression Association of America, ADAA|website=adaa.org|access-date=2019-11-10}}</ref> While this method is effective, it is not without its limits: for example, boredom with the material, patients forgetting or not practicing techniques outside of a session, or the accessibility of care.<ref name=":6">{{Cite journal|last=Granic|first=Isabela|last2=Lobel|first2=Adam|last3=Engels|first3=Rutger C. M. E.|date=January 2004|title=The Benefits of Playing Video Games|url=https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf|journal=American Psychological Association|volume=69|pages=75|doi=10.1037/a0034857|via=}}</ref> It is these areas that therapists hope to address through the use of electronic games. Preliminary research has been done with small groups, and the conclusions drawn warrant studying the issue in greater depth.<ref name=":1">{{Cite journal|last=Ceranoglu|first=T. Atilla|date=2010|title=Video Games in Psychotherapy|url=https://www.apa.org/pubs/journals/releases/gpr-14-2-141.pdf|journal=Review of General Psychology|volume=14|pages=145|doi=10.1037/a0019439|via=American Psychological Association}}</ref>


[[Role-playing game|Role-playing games (RPGs)]] are the first type of electronic game used as part of therapeutic interventions. These are games where players assume roles and outcomes depend on the actions taken by the player in a virtual world.<ref name=":2" /> Psychologists are able to gain insights into the elements of the capability of the patient to create or experiment with an alternate identity. There are also those who underscore the ease in the treatment process since playing an RPG as a treatment situation is often experienced as an invitation to play, which makes the process safe and without risk of exposure or embarrassment.<ref name=":3" /> The most well-known and well-documented RPG-style game used in treatment is [[Sparx (video game)|SPARX]]. Taking place in a fantasy world, SPARX users play through seven levels, each lasting about half an hour, and each level teaching a technique to overcome depressive thoughts and behaviors. Reviews of the study have found the game treatment comparable to CBT-only therapy<ref name=":0" /><ref name=":4">{{Cite journal|last=Fleming|first=Theresa M.|last2=Cheek|first2=Colleen|last3=Merry|first3=Sally N.|last4=Thabrew|first4=Hiran|last5=Bridgman|first5=Heather|last6=Stasiak|first6=Karolina|last7=Shepherd|first7=Matthew|last8=Perry|first8=Yael|last9=Hetrick|first9=Sarah|date=July 3, 2014|title=Serious Games for the Treatment or Prevention of Depression: A Systematic Review|url=https://minerva-access.unimelb.edu.au/bitstream/handle/11343/59270/FLeming%202015%20serious%20gaming.pdf?sequence=3|journal=Revista de Psicopatología y Psicología Clínica|volume=19|pages=|isbn=|issn=1136-5420/14|via=Asociación Español de Psicología Clínica y Psicopatología}}</ref> though one review noted that SPARX alone is not more effective than typical treatment.<ref name=":5">{{Cite journal|last=Horne-Moyer|first=H. Lynn|last2=Moyer|first2=Brian H.|last3=Messer|first3=Drew C.|last4=Messer|first4=Elizabeth S.|date=2014|title=The Use of Electronic Games in Therapy: A Review with Clinical Implications|url=http://www.electronicgamingtherapy.com/Use%20of%20Electronic%20Games%20in%20Therapy.pdf|journal=Psychology in the Digital Age|volume=|pages=|doi=|via=}}</ref> There are also studies that found role-playing games, when combined with the [[Alfred Adler|Adlerian Play therapy (AdPT) techniques]], lead to increased psychosocial development.<ref>{{Cite book|title=Play Therapy: A Comprehensive Guide to Theory and Practice|last=Crenshaw|first=David|last2=Stewart|first2=Anne|publisher=The Guilford Press|year=2015|isbn=9781462517503|location=New York|pages=45}}</ref>
[[Role-playing game|Role-playing games (RPGs)]] are the most common type of electronic game used as part of therapeutic interventions. These are games where players assume roles, and outcomes depend on the actions taken by the player in a virtual world.<ref name=":2">{{Cite book|title=Clinical Assessment, Computerized Methods, and Instrumentation|last=Maarse|first=F.J.|last2=Akkerman|first2=A.E.|last3=Brand|first3=A.N.|last4=Mulder|first4=L.J.M.|publisher=Swets & Zeitlinger Publishers|year=2006|isbn=9781135302634|location=Lisse|pages=59}}</ref> Psychologists are able to gain insights into the elements of the capability of the patient to create or experiment with an alternate identity. There are also those who underscore the ease in the treatment process since playing an RPG as a treatment situation is often experienced as an invitation to play, which makes the process safe and without risk of exposure or embarrassment.<ref name=":3">{{Cite book|title=Play Therapy: A Psychodynamic Primer for the Treatment of Young Children|last=Meersand|first=Pamela|last2=Gilmore|first2=Karen|publisher=American Psychiatric Association Publishing|year=2018|isbn=9781615370436|location=Arlington, VA|pages=79}}</ref> The most well-known and well-documented RPG-style game used in treatment is [[Sparx (video game)|SPARX]]. Taking place in a fantasy world, SPARX users play through seven levels, each lasting about half an hour, and each level teaching a technique to overcome depressive thoughts and behaviors. Reviews of the study have found the game treatment comparable to CBT-only therapy<ref name=":6" /><ref name=":4">{{Cite journal|last=Fleming|first=Theresa M.|last2=Cheek|first2=Colleen|last3=Merry|first3=Sally N.|last4=Thabrew|first4=Hiran|last5=Bridgman|first5=Heather|last6=Stasiak|first6=Karolina|last7=Shepherd|first7=Matthew|last8=Perry|first8=Yael|last9=Hetrick|first9=Sarah|date=July 3, 2014|title=Serious Games for the Treatment or Prevention of Depression: A Systematic Review|url=https://minerva-access.unimelb.edu.au/bitstream/handle/11343/59270/FLeming%202015%20serious%20gaming.pdf?sequence=3|journal=Asociación Española de Psicología Clínica y Psicopatología|volume=19|pages=232-233|isbn=|issn=1136-5420|via=}}</ref> though one review noted that SPARX alone is not more effective than typical treatment.<ref name=":5">{{Cite journal|last=Horne-Moyer|first=H. Lynn|last2=Moyer|first2=Brian H.|last3=Messer|first3=Drew C.|last4=Messer|first4=Elizabeth S.|date=2014|title=The Use of Electronic Games in Therapy: A Review with Clinical Implications|url=http://www.electronicgamingtherapy.com/Use%20of%20Electronic%20Games%20in%20Therapy.pdf|journal=Current Psychiatry Report|volume=|pages=2|doi=10.1007/s11920-014-0520-6|via=Psychiatry in the Digital Age}}</ref> There are also studies that found role-playing games, when combined with the [[Alfred Adler|Adlerian Play Therapy (AdPT) techniques]], lead to increased psychosocial development.<ref>{{Cite book|title=Play Therapy: A Comprehensive Guide to Theory and Practice|last=Crenshaw|first=David|last2=Stewart|first2=Anne|publisher=The Guilford Press|year=2015|isbn=9781462517503|location=New York|pages=45}}</ref>


[[Biofeedback]] (sometimes known as applied psychophysiological feedback'')'' media is more suited to treating a range of anxiety disorders, including [[Posttraumatic stress disorder|Post-Traumatic Stress Disorder (PTSD)]]. Biofeedback tools are able to measure heart rate, skin moisture, blood flow, and brain activity to ascertain stress levels,<ref>{{Cite web|url=https://www.psychiatrictimes.com/biofeedback-and-anxiety|title=Biofeedback and Anxiety|last=Alan Brauer|first=M. D.|date=1999-02-01|website=Psychiatric Times|language=en|access-date=2019-11-13}}</ref> with a goal of teaching stress management and relaxation techniques. The development of electronic games utilizing this equipment is still in its infancy, and thus few games are on the market. As point of fact, [[Journey to Wild Divine|The Journey to Wild Divine]]'s developers have asserted that their products are a tool, not a game, though the three installments contain many game elements. Freeze Framer's design is more reminiscent of an [[Atari]] system than a modern-day PC or console. Three "games" are included, using psychophysiological feedback as a controller.<ref>{{Cite web|url=https://www.relaxfocussucceed.com/Articles/2006070003.htm|title=Product Review: Freeze Framer|website=www.relaxfocussucceed.com|access-date=2019-11-13}}</ref> The effectiveness of both pieces of software saw significant changes in the participants' depression.<ref name=":4" />
[[Biofeedback]] (sometimes known as applied psychophysiological feedback'')'' media is more suited to treating a range of anxiety disorders. Biofeedback tools are able to measure heart rate, skin moisture, blood flow, and brain activity to ascertain stress levels,<ref>{{Cite web|url=https://www.psychiatrictimes.com/biofeedback-and-anxiety|title=Biofeedback and Anxiety|last=Alan Brauer|first=M. D.|date=1999-02-01|website=Psychiatric Times|language=en|access-date=2019-11-13}}</ref> with a goal of teaching stress management and relaxation techniques. The development of electronic games utilizing this equipment is still in its infancy, and thus few games are on the market. As point of fact, [[Journey to Wild Divine|The Journey to Wild Divine]]'s developers have asserted that their products are a tool, not a game, though the three installments contain many game elements. Conversely, Freeze Framer's design is reminiscent of an [[Atari]] system. Three simplistic games are included in Freeze Framer's 2.0 model, using psychophysiological feedback as a controller.<ref>{{Cite web|url=https://www.relaxfocussucceed.com/Articles/2006070003.htm|title=Product Review: Freeze Framer|website=www.relaxfocussucceed.com|access-date=2019-11-13}}</ref> The effectiveness of both pieces of software saw significant changes in participants' depression.<ref name=":4" /> A biofeedback game initially designed to assist with anxiety symptoms, Relax to Win, was similarly found to have broader treatment applications.<ref>{{Cite journal|last=Wilkinson|first=Nathan|last2=Ang|first2=Rebecca P.|last3=Goh|first3=Dion H.|date=2008|title=Online Video Game Therapy for Mental Health Concerns: A Review|url=https://pdfs.semanticscholar.org/457a/6586f5b9a0be713d7dd99e495688f8e9588d.pdf|journal=International Journal of Social Psychiatry|volume=54|pages=373|doi=10.1177/0020764008091659|via=}}</ref>


-mobile apps


The proliferation of laptops, phones, and tablets means one can access these apps at any time, in any place. In addition, many of them are low-cost or even free. Playing a three-minute game of [[Tetris]] has the potential to curb a number of cravings,<ref>{{Cite web|url=https://www.sciencedaily.com/releases/2015/08/150813101535.htm|title=Tetris can block cravings, new study reveals: Playing 'on the go' reduced cravings by one fifth|website=ScienceDaily|language=en|access-date=2019-11-14}}</ref> a longer time frame could reduce [[Posttraumatic stress disorder|Post-Traumatic Stress Disorder (PTSD)]] flashback symptoms,<ref>{{Cite web|url=https://www.sciencedaily.com/releases/2019/01/190108095114.htm|title=Post-traumatic stress disorder: alleviating flashbacks by playing Tetris|website=ScienceDaily|language=en|access-date=2019-11-14}}</ref> and an initial study found that a visual-spatial game such as Tetris or [[Candy Crush Saga|Candy Crush]], when played following a traumatic event, could be used as a "'therapeutic vaccine" to prevent future flashbacks.<ref>{{Cite web|url=https://www.sciencedaily.com/releases/2017/03/170328092411.htm|title=Psychological interventions to cut traumatic memories: Tetris or Candy Crush? Researchers see a role for games such as|website=ScienceDaily|language=en|access-date=2019-11-14}}</ref>
<nowiki>*</nowiki>kids more familiar with equipmentCurrent data, though limited, points toward combining traditional therapy methods with electronic media for the most effective treatment.<ref name=":0" /><ref name=":1" /><ref name=":4" /><ref name=":5" />


-VR (graded exposure)


-kids more familiar with equipment


Current data, though limited, points toward combining traditional therapy methods with electronic media for the most effective treatment.<ref name=":0" /><ref name=":1" /><ref>{{Cite journal|last=Fleming|first=Theresa M.|last2=Cheek|first2=Colleen|last3=Merry|first3=Sally N.|last4=Thabrew|first4=Hiran|last5=Bridgman|first5=Heather|last6=Tasiak|first6=Karolina|last7=Shepherd|first7=Matthew|last8=Perry|first8=Yael|last9=Hetrick|first9=Sarah|date=July 3, 2014|title=Serious Games for the Treatment or Prevention of Depression: A Systematic Review|url=https://minerva-access.unimelb.edu.au/bitstream/handle/11343/59270/FLeming%202015%20serious%20gaming.pdf?sequence=3|journal=Asociación Española de Psicología Clínica y Psicopatología|volume=19|pages=240|issn=1136-5420|via=}}</ref><ref>{{Cite journal|last=Horne-Moyer|first=H. Lynn|last2=Moyer|first2=Brian H.|last3=Messer|first3=Drew C.|last4=Messer|first4=Elizabeth S.|date=2014|title=The Use of Electronic Games in Therapy: A Review with Clinical Implications|url=http://www.electronicgamingtherapy.com/Use%20of%20Electronic%20Games%20in%20Therapy.pdf|journal=Current Psychiatry Report|volume=|pages=5|doi=10.1007/s11920-014-0520-6|via=Psychiatry in the Digital Age}}</ref>
<br />

=== Role-playing games (original Play Therapy text) ===
Practitioners are also using [[role-playing games]] (RPG) as part of therapeutic interventions. These are games where players assume roles and outcomes depend on the actions taken by the player in a virtual world.<ref name=":2">{{Cite book|title=Clinical Assessment, Computerized Methods, and Instrumentation|last=Maarse|first=F.J.|last2=Akkerman|first2=A.E.|last3=Brand|first3=A.N.|last4=Mulder|first4=L.J.M.|publisher=Swets & Zeitlinger Publishers|year=2006|isbn=9781135302634|location=Lisse|pages=59}}</ref> This type of game is relatively new so its benefits are still subject to research.<ref>{{cite web|url=https://sites.google.com/site/thebodhanagroup/therapeutic-gaming|title=Therapeutic Gaming|website=Bodhana Group|url-status=dead|archiveurl=https://web.archive.org/web/20150403042900/https://sites.google.com/site/thebodhanagroup/therapeutic-gaming|archivedate=3 April 2015|accessdate=28 February 2015}}</ref><ref>{{cite web|url=http://www.rpgresearch.com|title=About RPG Research|website=RPG Research|accessdate=28 February 2015}}</ref> This early, however, there are already experts who cite advantages when it is applied to specific cases. For example, there is the perceived efficacy of this type of treatment for preadolescents and boys because the adventure inherent in RPGs can serve as a vehicle for clinicians to explore "issues of power, control, popularity, perceived importance, and the belief that they can be bigger, stronger, smarter, or more popular than they actually are."<ref>{{Cite book|title=Using Superheroes in Counseling and Play Therapy|last=Rubin|first=Lawrence|publisher=Springer Publishing Company LLC|year=2007|isbn=978-0826102690|location=New York|pages=230}}</ref> In addition, psychologists are also able to gain insights into the elements of the capability of the patient to create or experiment with an alternate identity. There are also those who underscore the ease in the treatment process since playing an RPG as a treatment situation is often experienced as an invitation to play, which makes the process safe and without risk of exposure or embarrassment.<ref name=":3">{{Cite book|title=Play Therapy: A Psychodynamic Primer for the Treatment of Young Children|last=Meersand|first=Pamela|last2=Gilmore|first2=Karen|publisher=American Psychiatric Association Publishing|year=2018|isbn=9781615370436|location=Arlington, VA|pages=79}}</ref>


<br />
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Revision as of 06:38, 14 November 2019

Electronic Games

The prevalence and popularity of video games in recent years has created a wealth of psychological studies centered around them. While the bulk of those studies have covered video game violence and addiction, some mental health practitioners are becoming interested in including such games as therapeutic tools. Since the introduction of electronic media into popular culture, the nature of games has become "increasingly complex, diverse, realistic, and social in nature."[1] The commonalities between electronic and traditional play (such as providing a safe space to work through strong emotions) infer similar benefits. Video games have been broken into two categories: "serious" games, or games developed specifically for health or learning reasons, and "off-the-shelf" games, or games without a clinical focus that may be re-purposed in a clinical setting.[2] Use of electronic games by clinicians is a new practice, and unknown risks and benefits may arise as the practice becomes more mainstream.[3]

Most of the current research relating to electronic games in therapeutic settings are focused on alleviating the symptoms of depression, primarily in teens and adolescents. However, some games have been developed specifically for children with anxiety[4] and Attention Deficit Hyperactivity Disorder (ADHD),[5] The same company behind the latter intends to create electronic treatments for children on the autism spectrum, and those living with Major Depressive Disorder, among other disorders.[6] The favored approach for mental health treatment at this time is through cognitive behavioral therapy (CBT).[7] While this method is effective, it is not without its limits: for example, boredom with the material, patients forgetting or not practicing techniques outside of a session, or the accessibility of care.[8] It is these areas that therapists hope to address through the use of electronic games. Preliminary research has been done with small groups, and the conclusions drawn warrant studying the issue in greater depth.[9]

Role-playing games (RPGs) are the most common type of electronic game used as part of therapeutic interventions. These are games where players assume roles, and outcomes depend on the actions taken by the player in a virtual world.[10] Psychologists are able to gain insights into the elements of the capability of the patient to create or experiment with an alternate identity. There are also those who underscore the ease in the treatment process since playing an RPG as a treatment situation is often experienced as an invitation to play, which makes the process safe and without risk of exposure or embarrassment.[11] The most well-known and well-documented RPG-style game used in treatment is SPARX. Taking place in a fantasy world, SPARX users play through seven levels, each lasting about half an hour, and each level teaching a technique to overcome depressive thoughts and behaviors. Reviews of the study have found the game treatment comparable to CBT-only therapy[8][12] though one review noted that SPARX alone is not more effective than typical treatment.[13] There are also studies that found role-playing games, when combined with the Adlerian Play Therapy (AdPT) techniques, lead to increased psychosocial development.[14]

Biofeedback (sometimes known as applied psychophysiological feedback) media is more suited to treating a range of anxiety disorders. Biofeedback tools are able to measure heart rate, skin moisture, blood flow, and brain activity to ascertain stress levels,[15] with a goal of teaching stress management and relaxation techniques. The development of electronic games utilizing this equipment is still in its infancy, and thus few games are on the market. As point of fact, The Journey to Wild Divine's developers have asserted that their products are a tool, not a game, though the three installments contain many game elements. Conversely, Freeze Framer's design is reminiscent of an Atari system. Three simplistic games are included in Freeze Framer's 2.0 model, using psychophysiological feedback as a controller.[16] The effectiveness of both pieces of software saw significant changes in participants' depression.[12] A biofeedback game initially designed to assist with anxiety symptoms, Relax to Win, was similarly found to have broader treatment applications.[17]

-mobile apps

The proliferation of laptops, phones, and tablets means one can access these apps at any time, in any place. In addition, many of them are low-cost or even free. Playing a three-minute game of Tetris has the potential to curb a number of cravings,[18] a longer time frame could reduce Post-Traumatic Stress Disorder (PTSD) flashback symptoms,[19] and an initial study found that a visual-spatial game such as Tetris or Candy Crush, when played following a traumatic event, could be used as a "'therapeutic vaccine" to prevent future flashbacks.[20]

-VR (graded exposure)

-kids more familiar with equipment

Current data, though limited, points toward combining traditional therapy methods with electronic media for the most effective treatment.[3][9][21][22]


  1. ^ Granic, Isabela; Lobel, Adam; Engels, Rutger C. M. E. (January 2004). "The Benefits of Playing Video Games" (PDF). American Psychological Association. 69: 66. doi:10.1037/a0034857.
  2. ^ Horne-Moyer, H. Lynn; Moyer, Brian H.; Messer, Drew C.; Messer, Elizabeth S. (2014). "The Use of Electronic Games in Therapy: A Review with Clinical Implications" (PDF). Current Psychiatry Report: 1. doi:10.1007/s11920-014-0520-6 – via Psychiatry in the Digital Age.
  3. ^ a b Granic, Isabela; Lobel, Adam; Engels, Rutger C. M. E. (January 2014). "The Benefits of Playing Video Games" (PDF). American Psychologist. 69: 76. doi:10.1037/a0034857 – via American Psychological Association.
  4. ^ "Child Anxiety Tales - Camp Cope-A-Lot". copingcatparents.com. Retrieved 2019-11-10.
  5. ^ Robbins,STAT, Rebecca. "This Video Game May Help Kids with ADHD". Scientific American. Retrieved 2019-11-10.
  6. ^ "Programs & Products". Akili Interactive. Retrieved 2019-11-10.
  7. ^ "What Is Cognitive-Behavioral Therapy and How Is It Used to Treat Anxiety and Depression? | Anxiety and Depression Association of America, ADAA". adaa.org. Retrieved 2019-11-10.
  8. ^ a b Granic, Isabela; Lobel, Adam; Engels, Rutger C. M. E. (January 2004). "The Benefits of Playing Video Games" (PDF). American Psychological Association. 69: 75. doi:10.1037/a0034857.
  9. ^ a b Ceranoglu, T. Atilla (2010). "Video Games in Psychotherapy" (PDF). Review of General Psychology. 14: 145. doi:10.1037/a0019439 – via American Psychological Association.
  10. ^ Maarse, F.J.; Akkerman, A.E.; Brand, A.N.; Mulder, L.J.M. (2006). Clinical Assessment, Computerized Methods, and Instrumentation. Lisse: Swets & Zeitlinger Publishers. p. 59. ISBN 9781135302634.
  11. ^ Meersand, Pamela; Gilmore, Karen (2018). Play Therapy: A Psychodynamic Primer for the Treatment of Young Children. Arlington, VA: American Psychiatric Association Publishing. p. 79. ISBN 9781615370436.
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