The Therapeutic Use of Videogames within Secure Forensic Settings: A Review of the Literature and Application to Practice

Publication Type:

Journal Article

Source:

British Journal of Occupational Therapy, Volume 67, Issue 8, p.332-341 (2004)

Keywords:

forensic, Games, Leisure, mental health, social interaction, Therapy

Abstract:

Engagement in leisure pursuits that involves the use of tools and objects and
the exploration of a new environment can provide a success experience that
leads to increased feelings of competence and mastery. Such experiences are
considered important in the rehabilitation of forensic clients.
The findings from videogame research within a general population are
compared with those among mental health and forensic clients. Within the
general population, videogames may provide opportunities for social
interaction and the expression of creativity and humour as well as offering a
graded approach to building computer skills. Within a forensic population,
videogames have been found to be a normalising, age-appropriate and
culturally appropriate activity, useful in engaging clients and improving
self-concept and locus of control.
The findings suggest that videogame play offers access to a safe virtual
environment that encourages exploration and mastery and that it may be a
useful therapeutic tool in secure settings where such opportunities are often
limited. The use and potential contraindications of videogames within a
forensic setting, the content of certain games and their possible influence on
behaviour and the implications for future research are also discussed.

No votes yet