Video Games As A Therapeutic Tool

Updated: Oct 17, 2021

85 per cent of young adult gamers spend four or more hours per day playing video games; however, only 2 to 8% of young adults who play video games become addicted.

Video games were established as a tool of recreation for young people who embraced the instant pleasure provided by the graphics. When video games became more realistic, young people discovered that they might enter virtual locations and interactions that they could not really get elsewhere.

Young adults engage in video gaming for a variety of reasons. Some people play video games for fun or competitiveness, while others use them to relieve tension or worry. Understanding your adolescent's desire to play could help you pinpoint some of the causes of gaming disorder. Parents can tell the difference between good and excessive screen time by looking at why young adults play video games.

Young adults' imaginations are transported to fantasy realms, vast cities, and sports fields via video games, where their online identities may be more skilled than their offline counterparts. It's not surprising that many teenagers who face low self-esteem and rejection in the real world turn to video games to cope. They can see themselves differently and find pleasure in their daily lives by coping through video games.

Video games may provide the following advantages:

· Relaxing after a long day Improving one's mood Distracting from stress

· Playing a variety of characters

· Problem-solving exercises

· Feeling less alone, especially if the game includes a chatroom.

People who use video games to cope with anxiety are more likely to develop video game addiction, according to a study published in the Psychology of Popular Media Culture Journal. “Playing video games is a natural, healthy way for most individuals to reduce stress, but some people reach a point where they can no longer manage their behavior.

“Loss of control is, of course, a characteristic of addiction,” says Douglas Gentile, the study's lead author. “The problem arises when gaming starts to interfere with normal, healthy functioning. This could indicate that they're receiving lower grades, lying to people about how much time they spend gaming, or underperforming at work.”

While video games may provide an escape from the stresses of young adults' offline life, they are more successful at preventing anxiety and despair than at addressing how to overcome it. Many young adults who spend a lot of time online struggle to feel connected in real life, which makes it difficult for them to transition into adulthood. They may be able to improve their skills by playing video games. Also helps in increasing the finger dexterity and reflex action as well as decision making skills.

Hence the most important question is can VR- induced games and RPG be used as a therapeutic tool to help control the symptoms and combine with therapeutic tools for disorders like anxiety, post-traumatic stress disorder, neurological defects etc. A lot of scientists and mental health professionals are already a curve ahead researching over this worldwide. If the addiction side of it can be taken care of then who knows this can be used as an affective therapeutic tool soon in the near times.

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