Tonight after work, Sean will do just what his doctor
ordered-he will go home, turn on his computer, and spend two
hours playing video games.
Think this scenario sounds far-fetched? Not according to a new
study led by Bryan Raudenbush, an associate professor of
psychology at Wheeling Jesuit University in Wheeling, West
Virginia. "Most of the studies you see in the media report the
detrimental effects of video games, perhaps because that is tied
to a specific agenda; I'm not sure," Raudenbush tells the Georgia
Straight in a phone interview. "But video games have been found
to increase hand-eye coordination, promote healthy competition,
aid in some aspects of therapy, and now…decrease pain
responses."
This is not exactly a new field. For decades, doctors have
used video games as a way to treat behavioural problems in
children and adolescents. A 1986 study by G.H. Lawrence in the
journal Computers in Human Behavior showed that playing the games
can help patients overcome phobias (such as fear of heights,
driving, and spiders), obsessive-compulsive disorder, anxiety,
and attention-deficit hyperactivity disorder. Known as Virtual
Reality Therapy, virtual environments allow patients to immerse
themselves in a computer-generated situation and play their way
through their fears. These programs once required expensive
virtual- reality systems, but programmers are now creating new
environments for lower-end hardware, using game engines like
Half-Life, Max Payne, and Unreal. The Cyberpsychology Lab at the
University of Quebec in Outaouais has developed a virtual game
called Overcoming Arachnophobia, which is available for free to
owners of Max Payne titles.
Game developers are taking things to the next level. One
example is the Games for Health Conference, part of the Serious
Games Initiative, a Woodrow Wilson International Center for
Scholars effort. The annual event, which took place last
September at the University of Maryland school of medicine,
attracts academics, doctors, and other health professionals as
both attendees and speakers. "We feel there are some excellent
opportunities, resources, and technologies in the games field
that we can apply to achieving potential breakthroughs in health
and health care," says last year's event codirector, Ben Sawyer,
interviewed by phone. Sawyer is president of Digitalmill, Inc., a
Maine-based consulting firm.
Raudenbush is playing a big part in bringing together video
games and health care. In a groundbreaking study presented at the
Society for Psychophysiological Research conference in Portugal
last September, Raudenbush set out to assess whether video games
can significantly distract participants from painful stimuli.
Participants played for 10 minutes through six video-game genres
(action, fighting, mental/puzzle, sports, arcade, and boxing),
and then took a cold-pressor test for pain. (The patient immerses
a hand in a bucket of ice-cold water for five minutes or until he
or she can no longer stand it.) Raudenbush checked oxygen
saturation, pulse, and blood pressure in his subjects both before
they started playing the games and after the pain tests. Pain
tolerance was greatest among those distracted by games (and
significantly higher for players of sports and fighting genres).
"These results indicate games produce a great level of
distraction, which has implications for the medical field as an
adjunct to pain management," Raudenbush says. "Such distractions
may be most helpful for individuals undergoing painful procedures
or suffering from chronic pain."
If you're wondering how serious this research is, you're in
for a surprise. Sawyer explains that recent studies include using
the core systems behind Full Spectrum Warrior (a
tactical-strategy war game) to treat post-traumatic stress
disorder in veterans of Iraq and Afghanistan, and an
action-adventure role-playing game to help remedy substance
abuse. "Good medical professionals are committed to turning over
every stone," Sawyer says. One of his favourite moments at the
last Games for Health Conference was when a well-known doctor
from Boston got up and said he loved Sam Fisher, the lead
character in Ubisoft's Splinter Cell series. The doctor added
that the game features enviable technologies he could use in
teaching pain- control techniques to medical students. "There are
more doctors who are gamers than we probably realize," Sawyer
enthuses.
When it comes to using video games for pain control, there's
still a long way to go, but researchers are making giant strides.
Raudenbush's current lab head, a graduate student, is doing his
thesis on using video games to help children through
chemotherapy. In Seattle, Hunter Hoffman and David Patterson of
the department of psychology at the University of Washington are
exploring the use of virtual-reality games for daily wound care
of burn victims. Preliminary results show that patients who
distract themselves with video games need significantly less
opioid analgesics during wound care. According to Raudenbush,
that's because during games, participants take a first-person
fighting or running role against the computer. "It's almost like
a competitive task, where they seem to push themselves to
win."
Personality and prior video-game-playing habits don't seem to
have a significant influence when it comes to pain control, which
means people of all ages can benefit from the distraction.
However, Raudenbush emphasizes the importance of children using
games. "These gaming distractions may be most helpful in children
and young adults undergoing painful procedures or suffering from
chronic pain, as these individuals comprise the largest gamer
demographics."
Raudenbush and his colleagues see video games becoming
standard equipment in medical offices within the next 10 years.
"They could even be used in waiting rooms to distract patients
from upcoming surgical procedures," he says.