Platfrom Video Game sebagai Media Terapeutik

Yunike Yunike, Ira Kusumawaty
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Abstract

This study attempts to use video games therapeutically, which can be used as a rationale for developing and utilizing video games as a therapeutic medium. This research method uses the PRISMA approach using the keywords "video game" and "teenagers," "mental health," and "intervention" in the Scopus electronic database, google scholar, Science Direct and Pubmed with a range of years 2018 to 2022. Based on the research results, they have identified the definition of video games along with their platforms and the use of video games to improve mental health for humans of all ages, especially adolescents. It is proven that improving the physical condition of older adults can involve the role of video games as a medium in them. In conclusion, thus, the study of the development and use of video games is urgent to help improve human health status. Keywords: Adolescent Mental Health, Therapeutic Media, Video Games
本研究试图将电子游戏用于治疗,这可以作为开发和利用电子游戏作为治疗媒介的基本原理。本研究方法采用PRISMA方法,选取Scopus电子数据库、google scholar、Science Direct和Pubmed中的关键词“视频游戏”和“青少年”、“心理健康”和“干预”,时间范围为2018年至2022年。基于研究结果,他们确定了电子游戏的定义及其平台,以及电子游戏的使用,以改善所有年龄段的人,尤其是青少年的心理健康。事实证明,改善老年人的身体状况可以将电子游戏作为一种媒介。综上所述,研究电子游戏的开发和使用对改善人类健康状况具有迫切的意义。关键词:青少年心理健康,治疗性媒体,电子游戏
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