Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges

Article English OPEN
Desseilles, Martin (2016)
  • Publisher: Frontiers Media S.A.
  • Journal: Frontiers in Psychiatry, volume 7 (issn: 1664-0640, eissn: 1664-0640)
  • Related identifiers: doi: 10.3389/fpsyt.2016.00122, pmc: PMC4930941
  • Subject: critical period | mental health | serious game | games | Perspective | playing | learning | Psychiatry | emotional regulation | computers

In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games.
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