Potential of Serious Computer Games in Mental Health Therapy
Introduction to Gaming and Mental Health
Serious computer games have emerged as a promising area for mental health therapy, necessitating further research. With millions of teens and adults integrating computer games into their daily lives, the significance of this medium is undeniable. In the United States, over 40% of the population engaged in more than three hours of gaming each week in 2015. Researchers are exploring the therapeutic benefits of gaming as a potential treatment for depression.
Benefits of Quality Computer Games
Quality computer games can enhance concentration, improve learning outcomes, and even influence behavior. Various games have been designed to educate, motivate, or persuade users across different contexts. Notably, “serious games” focus on gaming as the central theme, while “gamification” incorporates game elements into non-gaming scenarios, such as point scoring or embarking on adventures.
Recent Study on Gaming and Mental Health
A recent study published in *Frontiers in Psychiatry* reviewed existing literature on the relationship between gaming and mental health. The study examined six types of games and their associated research findings:
Exergames
Exergames, which include sport or movement-based games like Wii Sports, show promise in alleviating depressive symptoms, especially among older adults. The most engaging games yielded the most significant positive effects. However, the studies on this type of gaming were limited in size, and therefore, results should be interpreted cautiously.
Virtual Reality Games
Virtual games utilize 3D graphics, sound, and tactile stimuli to create immersive experiences. Among six small studies, one, *Virtual Iraq*, demonstrated promise by helping players engage positively to counteract PTSD. This, combined with the rising popularity of commercial virtual reality games, suggests potential for using this genre in PTSD treatment.
Cognitive Behavior Therapy Games
Cognitive behavior therapy games, such as *Sparx* and *SuperBetter*, target children and adolescents. Players progress through levels weekly, earning points as they complete activities. Results from five interventions indicated decreased depressive symptoms compared to a control group, but the attrition rate was notably high.
Biofeedback Games
Biofeedback games provide visual feedback on physical indicators through sensors attached to the ear lobe or fingertip. A small study found that teens playing *Journey into the Wild Divine* exhibited lower levels of depression and anxiety compared to the control group.
Cognitive Training Games
One study focused on cognitive training games, where depressed students were tasked with sequencing numbers and letters. While the game showed positive results concerning cognitive impairment, its effects on mood were not evaluated.
Entertainment Video Games
Several studies explored the impact of entertainment video games on mood. For instance, playing a violent game after a frustrating task yielded mixed results. Notably, a study suggested that playing the puzzle game Tetris during the activation of PTSD memories could help in preventing traumatic flashbacks.
Conclusion and Future Directions
There is an increasing demand for engaging mental health interventions that can reach a broad audience. The authors of the study conclude that serious gaming holds potential as a therapeutic method for mental health issues. Nonetheless, there is a scarcity of independent trials and direct comparisons between game-based and traditional therapies. Future research should focus on expedited testing, enhanced collaboration between scientific and commercial sectors, and a deeper understanding of player motivations and preferences.
Author
Written by: Lynn Kim