Computer-generated worlds have been used for some time to treat Post Traumatic Stress Disorder, especially for returning veterans. Now, though, the modality is turning out to be a successful option for helping people with issues as diverse as diabetes, addictions, anxiety disorders, attention-deficit hyperactivity disorder, balance disorders, Alzheimer's disease, cerebral palsy, sleep problems, obesity, and autism.
Gamers who have long been making forays into virtual worlds for the entertainment value can attest to the fact that the technology puts you smack in the middle of amazingly believable environments. When this tool is adapted for "exposure therapy," patients can experience stimuli related to their phobias, or have discussions with doctors about diabetes drugs, or participate in support groups. And that's just the short list of possibilities.
According to one company called Thrive, elements of "gamification," such as reward contracts and social currency are built into the programs they offer. "Users can negotiate contracts and rewards based on goals," the Thrive web site explains. "For example, patients can receive 'points' from clinicians for medication compliance, meeting attendance, training module completion, etc. 'Community' points can also be awarded by members of discussion forums or support groups."




