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Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature

Abstract : Objectives Technologies are used increasingly today in psychotherapy and especially in the field of mental health. Among these technologies, video games and robots have given rise to a large amount of research. However, these studies don’t describe precisely the modalities of use of these technologies in psychotherapeutic settings, or which, level of functioning in psychotherapy (explicit or implicit) is concerned by these devices. The aim of this research is to highlight the main therapeutic orientations of the devices while crossing them at the levels of functioning in psychotherapy. Method To conduct this review we used a qualitative and conceptual perspective and followed three key steps (definition of the perimeter of the study, documentary research and analysis of the literature). The literature has been organized in a thematic way and researches have been gathered according to their orientation in psychotherapy. Results Three therapeutic orientations are distinguished: the use of technologies as therapeutic objects in themselves (in the manner of serious games); the use of these technologies to facilitate adherence, alliance and therapeutic communication (“relational mediation” caregiver-patient or psychotherapist-patient); the use of video games and robots as cyber-mediations in psychotherapy (“therapeutic mediation” psychotherapist-patient). On the other hand, these three orientations do not seem to occupy the same space within the two levels of functioning in psychotherapy. The difference between the first and third orientations seems to be the systematic presence or not of the psychotherapist. Discussion The limitations of this research are numerous, the approach being essentially qualitative and conceptual. Further studies should be undertaken. Additionally, the potential limitations of these uses are highlighted: randomized controlled studies are rare and publications without experimental data are among the most common. Also longitudinal data are lacking, particularly with respect to the maintenance and generalization of results over time.
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Submitted on : Wednesday, December 15, 2021 - 4:39:54 PM
Last modification on : Thursday, October 20, 2022 - 4:31:52 PM



F. Tordo, O. Duris, C. Labossière. Utilisation des jeux vidéo et des robots en psychothérapies. Une revue de la littérature. Neuropsychiatrie de l'Enfance et de l'Adolescence, 2021, ⟨10.1016/j.neurenf.2021.09.003⟩. ⟨hal-03482075⟩



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