I'm pursuing a degree related to healthcare business and have access to our online library. Here are three articles in our database (no full text unfortunately!) about research involving video game therapy. The abstracts are taken directly from the database:
Wilkinson, N., Ang, R., & Goh, D. (2008). Online video game therapy for mental health concerns: a review. International Journal Of Social Psychiatry, 54(4), 370-382.
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.
Kho, M. E., Damluji, A., Zanni, J. M., & Needham, D. M. (2012). Feasibility and observed safety of interactive video games for physical rehabilitation in the intensive care unit: a case series. Journal Of Critical Care, 27(2), 219.e1-6.
Abstract: Background: Early rehabilitation in the intensive care unit (ICU) improves patients'' physical function. Despite reports of using commercially available interactive video game systems for rehabilitation, there are few data evaluating feasibility and safety as part of routine in-patient rehabilitation, particularly in the ICU. Methods: We conducted an observational study from September 1, 2009, to August 31, 2010, of adults admitted to a 16-bed medical ICU receiving video games as part of routine physical therapy (PT), evaluating use and indications and occurrence of 14 prospectively monitored safety events. Results: Of 410 patients receiving PT in the medical ICU, 22 (5% of all patients; male, 64%; median age, 52 years) had 42 PT treatments with video games (median [interquartile range] per patient, 1.0 [1.0-2.0]). Main indications for video game therapy included balance (52%) and endurance (45%), and the most common activities included boxing (38%), bowling (24%), and balance board (21%). Of 42 treatments, 69% occurred while standing and 45% while mechanically ventilated. During 35 hours of PT treatment, 0 safety events occurred (95% upper confidence limit for safety event rate, 8.4%). Conclusions: Novel use of interactive video games as part of routine PT in critically ill patients is feasible and appears safe in our case series. Video game therapy may complement existing rehabilitation techniques for ICU patients.
Video Games: A Cure for Adult Amblyopia?. (2011). Review of Optometry, 148(10), 14.
The article presents a pilot study which suggests that extensive video game playing can improve blurred vision among adults with amblyopia. It says that the study has assessed 20 adults with amblyopia aging from 15 to 61 years, and were randomized into one of three treatment arms. It states that despite the result, further research is recommended to know the clinical safety of video game therapy.