First Advisor
W. Tracy Dillon
Date of Award
2015
Document Type
Thesis
Degree Name
Bachelor of Arts (B.A.) in English and University Honors
Department
English
Subjects
Mental health -- Treatment, Mental health -- Rehabilitation, Video games -- Psychological aspects
DOI
10.15760/honors.176
Abstract
Abstract
Video games deserve to be readily recognized as a means of assisting people in healthcare settings. This paper proposes a simple taxonomy for serious games that function as mental health treatment: 1) Informative Game Playing; 2) Therapeutic Game Designing; and 3) Therapeutic Game Playing. These three categories are explained and examples of games from each category are included, as well as corresponding research when applicable. The process of elaborating on this taxonomy elucidates the capabilities of serious games and also emphasizes areas for design improvement as well as further clinical research. Several controversies and unresolved issues surrounding video game research are discussed.
Keywords: video game, art therapy, serious game, gamification, mental health, mental disorder, treatment, games for health, games for change
Rights
In Copyright. URI: http://rightsstatements.org/vocab/InC/1.0/ This Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s).
Persistent Identifier
http://archives.pdx.edu/ds/psu/15439
Recommended Citation
Miller, Sheena M., "The Potential of Serious Games as Mental Health Treatment" (2015). University Honors Theses. Paper 148.
https://doi.org/10.15760/honors.176