Virtual reality: psychiatric rehabilitation

Maria Catena Silvestri, Federica Arena, Valentina Romeo, Clara Lombardo

Abstract


Background: The digitalization of various services has led to a digitalization of mental health, in fact, games in clinical settings have been used in a variety of cognitive training and rehabilitation, for behavior modification, social motivation, attention enhancement and biofeedback. In the light of this, the aim of this study is to explore the virtual reality in clinical settings.


Method: This narrative review was conducted to PubMed database was searched and using two key terms (“rehabilitation” AND “game”). Articles have been selected by title and abstract.


Results: The findings had highlighted their usefulness in various psychotapologies, for cognitive impairment, dementia, addiction, impulse control disorders, schizophrenia, depression, anxiety, post-traumatic stress disorder, eating disorder, autism spectrum disorders.


Conclusion: There are a variety of advantages to using digital game interventions, and scientific literature showed the benefits of play on the health and well-being of patients.


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References


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DOI: https://doi.org/10.13129/2612-4033/0110-3622

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