Open Access Open Access  Restricted Access Subscription or Fee Access

Video games: How and why recreational therapists should implement them

Matthew T. Fish, PhD

Abstract


The purpose of this article is to explore two specific video game modalities–casual video games and exergames–that recreational therapists (RTs) can use for therapeutic intervention. The article will address the effects of such video game modalities on mental and physical health. Requirements and how to use the video game modalities in the recreational therapy setting are shared. Implications and future research ideas for RTs are discussed.


Keywords


video games, exergames, casual video games

Full Text:

PDF

References


The numbers count: Mental disorders in America. National Institutes of Mental Health. 2010. Available at http://www.nimh.nih.gov/health/publications/the-numberscount-mental-disorders-in-america/index.shtml#Anxiety. Accessed January 25, 2017.

Fava M, Rush AJ, Alpert JE, et al.: Difference in treatment outcome in outpatients with anxious versus nonanxious depression: A STAR*D report. Am J Psychiatry. 2008; 165(3): 342-351.

Anxiety disorders: Facts and statistics. Anxiety and Depression Association of America. 2014. Available at http://www.adaa.org/about-adaa/press-room/facts-statistics. Accessed January 25, 2017.

National Center for Health Statistics: Health, United States, 2015: With special feature on racial and ethnic healthdisparities. Hyattsville, MD: Department of Health and Human Services, 2016.

Rawlinson G: The history of Herodotus. A new English version (Rawlinson H, Wilkinson JG, Trans.). New York: D. Appleton, 1859. Available at http://www.archive.org/stream/historyofherodot01herouoft#page/n5/mode/2up. Accessed January 25, 2017.

McGonigal J: Reality is broken: Why games make us better and how they can change the world. New York, New York: The Penguin Press, 2011.

The NPD Group: Gamer segmentation 2011: The new faces of gamers. 2011. Available at http://ebookbrowse.com/gamersegmentation-2011-snapshot-pdf-d407173206. Accessed January 25, 2017.

Funk JB: Video games. Adolescent Medicine Clinics. 2015; 16: 395-411.

Hutchinson D: Video games and the pedagogy of place. The Social Studies. 2007; 98: 35-40.

Simpson ES: Evolution in the classroom: What teacher need to know about the video game generation. TechTrends. 2005; 49: 17-22.

Fish MT: Casual video game play as an augmentation intervention for anxiety: A controlled study (Doctoral dissertation). Retrieved from Scholarship, 2014.

Fish MT, Russoniello CV, O’Brien K: The efficacy of prescribed casual videogame play in reducing symptoms of anxiety: A randomized controlled study. Games for Health Journal. 2014; 3(5): 291-295.

Russoniello CV, O’Brien K, Parks JM: EEG, HRV, and psychological correlates while playing beweled II: A randomized controlled study. Ann Rev Cyber Ther Telemed. 2009; 7(1): 189-192.

Russoniello CV, O’Brien K, Parks JM: The effectiveness of casual video games in improving mood and decreasing stress. J Cyber Ther Rehabil. 2009; 1(2): 53-66.

Kato PM, Cole SW, Bradlyn AS, et al.: A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics. 2008; 122: e305-e317.

Csíkszentmihályi M: Flow: The psychology of happiness. London, UK: Ebury Publishing, 2013.

Casual Game Association: Casual Games Market Report. 2007. Available at http://www.casualconnect.org/newscontent/11-2007/CasualGamesMarketReport2007_KeyFindings.pdf. Accessed January 25, 2017.

Reinecke L: Games and recovery: The use of video and computer games to recuperate from stress and strain. J Media Psychol. 2009; 21(3): 126-142.

Russoniello CV, Fish MT, O’Brien K: The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study. Games for Health. 2013; 2(6): 341-346.

American College of Sports Medicine. Exergaming: 2013. Available at http://www.acsm.org/docs/brochures/exergaming.pdf. Accessed January 25, 2017.

Hsu JK, Thibodeau R, Wong SJ, et al.: A “Wii” bit of fun: The effects of adding NintendoWii bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction. Psychother Theory Pract. 2011; 27(3): 185-193.

Tatla SK, Radomski A, Cheung J, et al.: Wiihabilitation as balance therapy for children with acquired brain injury. Development Neurorehabilit. 2014; 17(1): 1-15.

Szturm T, Betker AL, Moussavi AD, et al.: Effects of an interactive computer game exercise regimen on balance impairment in frail community-dwelling older adults: A randomized clinical trial. Phys Ther. 2011; 91(10): 1449-1462.

Cuthbert JP, Staniszewski K, Hays K, et al.: Virtual reality-based therapy for the treatment of balance deficits in patients receiving inpatient rehabilitation for traumatic brain injury. Brain Injury. 2014; 28(2): 181-188.

Douris PC, McDonald B, Vespi F, et al.: Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults. J Strength Condition. 2012; 26(4): 1052-1057.




DOI: http://dx.doi.org/10.5055/ajrt.2017.0145

Refbacks

  • There are currently no refbacks.
This site uses cookies to maintain session information critical to the user's experience and environment on this system. Click "Accept Cookies" to continue.
For more details please visit our privacy statement at: Privacy & GDPR