Some would not expect a quote like this in a famous and heavily discussed game like “World of Warcraft” ®. And yet, it expresses our novel approach to use virtual realities (VR) in combination with the playful motivating character of digital games for clinicalpsychological learning purposes. Games have a spontaneous quality, a potential for joy and flow, and are characterized by intrinsic motivation. According to our experience, playfulness in psychological intervention can dramatically increase insight processes in patients (e.g. modeling problematic situations with the help of plasticine, building blocks, paper and felt pens etc.). The progress of technology (especially virtual reality) offers possibilities for psychologists of integrating playful elements in virtual reality (serious games). In the present chapter we both, address the potential for psychology originating from the inclusion of technology and discuss problematic aspects of games as well as ethical concerns.
CITATION STYLE
U., B., Felnhofer, A., D., O., & Lehenbauer, M. (2012). Games for Health: Have Fun with Virtual Reality! In Virtual Reality in Psychological, Medical and Pedagogical Applications. InTech. https://doi.org/10.5772/50677
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