- Copyright Page
- List of Contributors
- Volume Introduction
- Cyberpsychology Research Methods
- The Online Self
- Impression Management and Self-Presentation Online
- Personality and Internet Use: The Case of Introversion and Extroversion
- Adolescent and Emerging Adult Perception and Participation in Problematic and Risky Online Behavior
- The Myth of the Digital Native and What It Means for Higher Education
- Technology Interference in Couple and Family Relationships
- Older Adults and Digital Technologies
- Textese: Language in the Online World
- Cultural Considerations on Online Interactions
- Online Romantic Relationships
- The Social Consequences of Online Interaction
- Online Support Communities
- Digital Inclusion for People with an Intellectual Disability
- The Psychology of Online Lurking
- Conceptualizing Online Groups as Multidimensional Networks
- Uses and Gratifications of Social Media: Who Uses It and Why?
- Image Sharing on Social Networking Sites: Who, What, Why, and So What?
- Social Media and Cyberactivism
- Socially Connecting Through Blogs and Vlogs: A Social Connections Approach to Blogging and Vlogging Motivation
- Positive Aspects of Social Media
- Managing Your Health Online: Issues in the Selection, Curation, and Sharing of Digital Health Information
- A Psychological Overview of Gaming Disorder
- Mourning and Memorialization on Social Media
- The Therapeutic and Health Benefits of Playing Video Games
- Video Games and Behavior Change
- Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field
- Psychosocial Effects of Gaming
- Enacting Immorality Within Gamespace: Where Should We Draw the Line, and Why?
- Gaming Classifications and Player Demographics
- The Rise of Cybercrime
- Policing Cybercrime through Law Enforcement and Industry Mechanisms
- Cybercrime and You: How Criminals Attack and the Human Factors That They Seek to Exploit
- The Group Element of Cybercrime: Types, Dynamics, and Criminal Operations
Abstract and Keywords
Video game playing is a popular leisure activity for many people across the world. Despite some of the negative publicity and empirical research highlighting the more negative aspects of playing video games, there is also a large literature demonstrating the therapeutic capacity that video game playing can have. This chapter briefly examines a number of therapeutic uses of video games, including: (i) cognitive remediation, (ii) distractors in the role of pain management, (iii) physiotherapy and occupational therapy, (iv) the development of social and communication skills among the learning disabled, (v) psychotherapeutic settings, (vi) health compliance, (vii) stress, anxiety, and emotional regulation, and (viii) physical activity using “exergames.” It is clear from the studies outlined that in the right context, video games can have a positive therapeutic benefit to a large range of different sub-groups. There has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situations remains an important consideration.
Mark D. Griffiths, International Gaming Research Unit, Psychology Department, Nottingham Trent University, UK
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