Work

Jeux vidéo et psychiatrie de l'enfant et de l'adolescent : du trouble de l'usage à leur emploi thérapeutique

Year: 2022
Type: dissertation
Abstract: Objectives: the objective of this research was to take account of the duality of the impact of video game practice in children and adolescent psychiatry concerning both video game use disorder and the use of video games as therapeutic tools. Methods: two systematic literature reviews were conducted, including literature reviews and metaanalysis. A 2013 time-limit has been set concerning video game use disorder to match the date of inclusion of the Internet Gaming Disorder in the research section of the DSM-5. Overall, 16 studies were included concerning video game use disorder and 9 concerning the use of video games as therapeutic tools. Results: concerning video game use disorder, the global prevalence seems to be lower than 5%. The disorder seems to affect preferentially teenagers, male individuals and populations from Eastern Asia. It is associated with various comorbidities and the best therapeutic strategy seems to be a pharmacotherapy/psychotherapy association. Concerning the use of video games as therapeutic tools, they appear to be effective for the therapeutic care of various disorders in children and adolescent psychiatry, notably anxiety and depressive disorders, ADHD and ASD, using cognitive training programs. The main finding is the patients’ excellent adhesion to the use video games as therapeutic tools. Discussion: this review reports too small samples, a lack of longitudinal data and a great methodological heterogeneity in both sides of the present research. Data is weaker concerning the use of video games as therapeutic tools. The diagnosis of video game use disorder itself needs to be more consensual and is targeted by many critics, whereas video games’ addictive potential is not to be neglected. The use of video games as therapeutic tools is a novel but flourishing area of research, holding promises notably in terms of therapeutic alliance. Conclusion: more scientific research is needed to better establish nosographic limits for video game use disorder and consider it as a real disorder, and to measure better the effects of video games as therapeutic tools and evaluate the role they could play in therapeutic strategies in children and adolescent psychiatry. It seems important for health professionals to talk with patients about their practice of video games.
Source: HAL
Author: Raymond, Vincent
Language: English
Open Access status: green
OpenAlex ID: W7020280059
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