![]() ![]() The inclusion of gaming tools within digital therapies has been assessed in several trials that studied participants with various sociodemographical profiles and disorders ( 11– 13), including promising preliminary work in participants suffering from psychotic disorders ( 8, 12). Some interesting results have emerged, however. Game-based approaches for mental health disorders are still in an early stage of development and validation. ![]() An increasing number of studies on game-based treatments for various mental health disorders suggest that these approaches have the clear potential to promote cognitive and behavioral changes as well as symptom relief ( 1– 10). As a result, interest in video gaming practices has shifted from an exclusive niche leisure activity to extensive social, commercial, cultural, medical, and psychiatric issues. In parallel, early adopters and enthusiasts have become active scientists. Forty years after they were first introduced to the general public, video games have become firmly established into the mainstream of entertainment media. ![]()
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