ReviewFrontiers in psychiatry2017
Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime.
Review in Frontiers in psychiatry, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 35 papers, 4 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
35 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis.Sensors (Basel, Switzerland) · 2024Pooled it
- Game-based digital therapeutics for children and adolescents: Their therapeutic effects on mental health problems, the sustainability of the therapeutic effects and the transfer of cognitive functions.Frontiers in psychiatry · 2022Pooled it
- Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review.European child & adolescent psychiatry · 2022Pooled it
- Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.Frontiers in psychiatry · 2020Pooled it
- Game-Based Social-Emotional Learning for Youth: School-Based Qualitative Analysis ofJMIR formative research · 2025Trial
- A mediation analysis of Autistic-like traits and gaming motivations on problem gaming symptoms: Are the effects of social and escape motives the same?Addictive behaviors reports · 2025Article
- The Positive Effect of Video-Game Play on College Students' Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study.JMIR serious games · 2025Article
- Explanatory model of behavioral adaptation in video game addiction among adolescents in urban and rural Peru: the mediating role of anxiety.Frontiers in psychology · 2025Article
- Healthy community-living older adults' experiences with using a specially adapted virtual reality exercise game to promote physical activity-a pilot study.Frontiers in sports and active living · 2025Article
- Attitudes Toward Sexual Orientation and Gender Identity in Online Multiplayer Gaming Spaces.Psychological reports · 2024Article
- Video Game Addiction in Young People (8-18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of "Gaming Non-Pathological Abuse (GNPA)".Epidemiologia (Basel, Switzerland) · 2024Article
- Therapeutic Uses of Gaming in Mental Health: An Untapped Potential.JMIR serious games · 2024Article
- Max Well-Being: a modular platform for the gamification of rehabilitation.Frontiers in robotics and AI · 2024Article
- Understanding Problematic Gaming During the Covid-19 Pandemic in Adolescents and Adults: A Systematic Review of the Literature.Clinical neuropsychiatry · 2023Review
- Putting the Gaming Experience at the Center of the Therapy-The Video Game TherapyHealthcare (Basel, Switzerland) · 2023Article
- Health Promotion in Popular Web-Based Community Games Among Young People: Proposals, Recommendations, and Applications.JMIR serious games · 2023Article
- Children and Young People's Involvement in Designing Applied Games: Scoping Review.JMIR serious games · 2023Article
- Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review.JMIR serious games · 2022Review
- Psychometric Assessment and Gender Invariance of the Polish Version of the Gaming Disorder Test.International journal of mental health and addiction · 2022Article
- Neuroanatomical predictors of complex skill acquisition during video game training.Frontiers in neuroscience · 2022Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors.
Funding
Abstract
Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.
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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.