Custom-made video games for mental health assessment and treatment in young adults: a short narrative review

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Victor Mendoza-Lopez
Luis Adrian Cauich-Dzul
Daniel Malpica-Pacheco
Jose Francisco Haas-Cob
Alexis Ivan Montiel-Gonzalez

Abstract

Throughout history, video games have been stigmatized and often linked to mental health issues due to their misunderstood nature as modern products. However, these limitations hamper its potential for broader applications. Our review delves into the use of serious and personalized video games, specifically aimed at improving mental health among young adults. Using a narrative approach, we synthesize studies showing the explicit use of video games in therapeutic procedures. As mental health concerns continue to rise, the once-dismissed notion of using video games for the treatment of mental disorders has gained credibility. The studies revealed promising results, particularly in the management of anxiety and depression, highlighting the potential of augmented reality and virtual reality technology. Casual games also showed promising results in therapeutic plans, gradually breaking the stigma associated with their use. The integration of video games into daily life is gradually changing perceptions, indicating a significant change in the therapeutic landscape.

Article Details

Section
Short Narrative Reviews