Virtual reality: psychiatric rehabilitation
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.
Full Text:
PDFReferences
Aboujaoude, E., Salame, W., & Naim, L. (2015). Telemental health: A status update. World psychiatry, 14(2), 223-230. https://doi.org/10.1002/wps.20218
Banerjee, D., Vajawat, B., & Varshney, P. (2021). Digital gaming interventions: A novel paradigm in mental health? Perspectives from India. International Review of Psychiatry, 33(4), 435-441. https://doi.org/10.1080/09540261.2020.1839392
Berg, P., Becker, T., Martian, A., Danielle, P. K., & Wingen, J. (2012). Motor control outcomes following Nintendo Wii use by a child with Down syndrome. Pediatric Physical Therapy, 24(1), 78-84. https://doi.org/10.1097/PEP.0b013e31823e05e6
Broeren, J., Claesson, L., Goude, D., Rydmark, M., & Sunnerhagen, K. S. (2008). Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. Cerebrovascular Diseases, 26(3), 289-296. https://doi.org/10.1159/000149576
Bul, K. C., Doove, L. L., Franken, I. H., Oord, S. V. D., Kato, P. M., & Maras, A. (2018). A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?. PloS one, 13(3), e0193681. https://doi.org/10.1371/journal.pone.0193681
Chang, M. C., & Park, D. (2020). How should rehabilitative departments of hospitals prepare for coronavirus disease 2019?. American journal of physical medicine & rehabilitation, 99(6), 475. https://doi.org/ 10.1097/PHM.0000000000001428
Choi, W. T., Dan, K. S., Wong, T., Lantta, T., Yang, M., & Välimäki, M. (2020). Habits and attitudes of video gaming and information technology use in people with schizophrenia: cross-sectional survey. Journal of medical Internet research, 22(7), e14865.
doi:10.2196/14865
Desseilles, M. (2016). Perspectives on Games, computers, and Mental Health: Questions about Paradoxes, evidences, and challenges. Frontiers in psychiatry, 7, 122. https://doi.org/10.3389/fpsyt.2016.00122
Dinakaran, D., Manjunatha, N., Kumar, C. N., & Suresh, B. M. (2020). Neuropsychiatric aspects of COVID-19 pandemic: A selective review. Asian journal of psychiatry, 53, 102188. https://doi.org/10.1016/j.ajp.2020.102188
Fernández, E., Bringas, M. L., Salazar, S., Rodríguez, D., García, M. E., & Torres, M. (2012). Clinical impact of RehaCom software for cognitive rehabilitation of patients with acquired brain injury. MEDICC review, 14(4), 32-35.
Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., ... & Hetrick, S. (2017). Serious games and gamification for mental health: current status and promising directions. Frontiers in psychiatry, 7, 215. https://doi.org/10.3389/fpsyt.2016.00215
Kim, G. J. (2005). A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence, 14(2), 119-146. 10.1162/1054746053967094
Mueser, K. T., Deavers, F., Penn, D. L., & Cassisi, J. E. (2013). Psychosocial treatments for schizophrenia. Annual review of clinical psychology, 9, 465-497. https://doi.org/10.1146/annurev-clinpsy-050212-185620
Patel, V., Maj, M., Flisher, A. J., De Silva, M. J., Koschorke, M., Prince, M., ... & Richardson, G. (2010). Reducing the treatment gap for mental disorders: a WPA survey. World Psychiatry, 9(3), 169-176. https://doi.org/10.1002/j.2051-5545.2010.tb00305.x
Shah, A., Kraemer, K. R., Won, C. R., Black, S., & Hasenbein, W. (2018). Developing digital intervention games for mental disorders: A review. Games for health journal, 7(4), 213-224. https://doi.org/10.1089/g4h.2017.0150
Tan, B. L., Guan, F. Y., Leung, I. M. W., Kee, S. Y. M., Devilly, O. Z., & Medalia, A. (2022). A gamified augmented reality vocational training program for adults with intellectual and developmental disabilities: A pilot study on acceptability and effectiveness. Frontiers in psychiatry, 13. 10.3389/fpsyt.2022.966080
Välimäki, M., Mishina, K., Kaakinen, J. K., Holm, S. K., Vahlo, J., Kirjonen, M., ... & Koponen, A. (2018). Digital gaming for improving the functioning of people with traumatic brain injury: randomized clinical feasibility study. Journal of medical Internet research, 20(3), e7618. doi:10.2196/jmir.7618
Välimäki, M., Yang, M., Lam, Y. T. J., Lantta, T., Palva, M., Palva, S., ... & Bressington, D. (2021). The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial. BMC psychiatry, 21(1), 1-12. https://doi.org/10.1186/s12888-020-03031-y
Viau, A., Feldman, A. G., McFadyen, B. J., & Levin, M. F. (2004). Reaching in reality and virtual reality: a comparison of movement kinematics in healthy subjects and in adults with hemiparesis. Journal of neuroengineering and rehabilitation, 1(1), 1-7. https://doi.org/10.1186/1743-0003-1-11
Wagle, S., Ghosh, A., Karthic, P., Ghosh, A., Pervaiz, T., Kapoor, R., ... & Gupta, N. (2021). Development and testing of a game-based digital intervention for working memory training in autism spectrum disorder. Scientific reports, 11(1), 1-14. https://doi.org/10.1038/s41598-021-93258-w
World Health Organization. (2011). mHealth: new horizons for health through mobile technologies. mHealth: new horizons for health through mobile technologies.
DOI: https://doi.org/10.13129/2612-4033/0110-3622
Refbacks
- There are currently no refbacks.