ABSTRACT

This chapter describes the types of videogames relevant for both therapy (especially for trauma such as PTSD) and performance improvement, including the methods by which end users (i.e., patients) can be involved in game development. Extensive evidence shows that personal involvement of patients during both game development and gameplay results in deeper immersion and more beneficial results than passive use of extant games or of many noninteractive media. The chapter also describes a promising new area for therapy involving new generations of wearable sensors that monitor player physiological data and provide biofeedback via mobile devices to achieve desired therapeutic targets.