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Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges
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 thi...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2016
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4930941/ https://www.ncbi.nlm.nih.gov/pubmed/27458390 http://dx.doi.org/10.3389/fpsyt.2016.00122 |
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author | Desseilles, Martin |
author_facet | Desseilles, Martin |
author_sort | Desseilles, Martin |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-4930941 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-49309412016-07-25 Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges Desseilles, Martin Front Psychiatry Psychiatry 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. Frontiers Media S.A. 2016-07-04 /pmc/articles/PMC4930941/ /pubmed/27458390 http://dx.doi.org/10.3389/fpsyt.2016.00122 Text en Copyright © 2016 Desseilles. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychiatry Desseilles, Martin Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges |
title | Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges |
title_full | Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges |
title_fullStr | Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges |
title_full_unstemmed | Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges |
title_short | Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges |
title_sort | perspectives on games, computers, and mental health: questions about paradoxes, evidences, and challenges |
topic | Psychiatry |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4930941/ https://www.ncbi.nlm.nih.gov/pubmed/27458390 http://dx.doi.org/10.3389/fpsyt.2016.00122 |
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