Original Paper

Psychopathology 1992;25:117-119

Sergio Samoilovich Carlos Riccitelli Adriana Schiel Agustín Siedi

Attitude of Schizophrenics to Computer Videogames

Fundación de Investigaciones Psiquiátricas, Pueyrredón 2478 40 ‘C \ Buenos Aires, Argentina

Abstract

Introduction

With the increasing use of personal com­ puters, the psychology of computing repre­ sents a broad, new field of research. Psychiat­ ric patients can have interaction with the ma­ chine through data collection [1], testing [2] and even psychotherapy [3], Computer-as­ sisted interviewing can be accepted by pa­ tients and their relatives, in spite of initial resistance [ 1]. In patients with attention diffi­ culties, computer videogames improved scan­ ning and tracking abilities [4], Computer vid­ eogames were informally used in a psychiatric service to facilitate communication with nursing personnel [5], Videogames can trigger

epileptic seizures [6] and cause overt patho­ logic addiction [7], but these adverse effects are relatively rare. Psychologic factors that define acceptance or rejection of computers are little known, in spite of the wide computerizing trend in mod­ ern society. Chronic schizophrenics have low volition, low communication and sponta­ neous activity levels. If they were attracted to videogames as most normal individuals arc, they could be given diagnostic and thera­ peutic roles: evaluation of attitudes and re­ sponses, psychologic testing, motivation and reward. It is not known whether schizophren­ ics have a particular attitude to computer games, or if addiction and adverse effects can

Sergio Samoilovich, PhD 3896 Biscayne Boulevard Apt. 1246 Miami, FL 33137-9012 (USA)

© 1992 S. Karger AG. Basel 0254-4962/92/ 0253-0117S2.75/0

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We investigated the initial attitude of 10 chronic, defected schizophrenic patients to a computer videogame session. Six of them enjoyed the experience and wanted to repeat it. Coop­ eration and performance were compared by means of videogames and a standard psychometric test (WAIS). Videogame performance correlated with the execution test IQ more than with the verbal test IQ. Computer games could be useful in these patients for evaluation of attitudes and responses, psy­ chologic testing, motivation and reward.

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Fig. 1. Collaboration with computer videogames (o), or with a psychometric test (•; WAIS) and videogame performance (A) in chronic schizophrenic inpa­ tients aged 3 2-71 years.

Fig. 2. Performance in videogames and WAIS [8] IQ in the 5 subjects that completed the test, o = Verbal IQ: • = execution IQ.

occur. Here we report the initial attitude of a group of chronic schizophrenic inpatients to computer videogames.

Have you ever seen anything like this? Can you describe the games? Would you like to play some other time? Collaboration and Performance. We rated collabo­ ration with WAIS test and with the videogames session between 0 (no cooperation) and 5 (active participa­ tion). Performance in the WAIS test is expressed as an IQ. Videogame performance was rated from 0 (no cooperation) to 5 (average score in the game).

Patients. Patients were selected in a male chronic case unit of the José T. Borda Neuropsychiatrie Hospi­ tal at Buenos Aires. They all had chronic schizophrenia with defect. They were compensated with standard maintenance medication of neuroleptics and anxiolyt­ ics. This unit is open but the patients have little chance for contact with the outside world. None of them had ever used videogames before. Three subjects were used as controls for the videogames sessions: a doctor, a nurse and a psychologist. Interview. Wc evaluated the clinical condition, fo­ cusing on activity, volition and initiative levels. A standard psychometric test (WAIS. [8]) was used for testing verbal and execution IQ. Computer Videogame Session. Individual play ses­ sions took place. An IBM compatible monochrome computer was loaded with Pacman, Breakout and Tetris, three popular games chosen for being simple and visually attractive. One researcher explained and demonstrated each game and invited the subject to play while another took notes. At the end of the ses­ sion, every patient was asked: Did you like the games?

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Results

The results of the WAIS test are shown in figures l and 2. Only 5 out of 10 patients cooperated until completion of the test. Re­ sults were consistent with chronic schizophre­ nia with different degrees of defect. Patients cooperated better with videogames than with the psychometric test or with the daily activi­ ties in their unit. The attitude of the patients towards the videogames was positive, some­ times with spontaneous comments and ques­ tions reflecting surprise or enthusiasm. We did not observe adverse reactions as a result of the game session. Performance in video-

Samoilovich/Riccitclli/Schiel/Siedi

Schizophrenics and Videogames

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Materials and Methods

games was poor: either the patients did not understand the purpose of the game, did not relate the keyboard input with the monitor output, or forgot the functions of the keys. They also had trouble describing the games after playing them. Videogame performance showed good correlation with the execution part of the WAIS test, and poor correlation with the verbal part of the test, or with age. The three control subjects actively collabo­ rated in the game session. Contrary to the schizophrenic patients they looked anxious and pressured to win when confronted with the machine.

Discussion

These results show that chronic schizo­ phrenic patients can become interested in videogames more than in other games or ac­ tivities. Compared to a standard psychomet­ ric test, videogames allowed a shorter and eas­ ier evaluation of psychomotor activity. Re­ peated evaluation by videogames or video­ game-like tests will probably be welcome by the subjects, thus allowing the measure of learning curves and the effect of therapy. The videogames used here required visual and motion coordination, speed, attention, con­

centration, anticipation and planning. All these abilities were diminished in our sub­ jects. It is possible to choose videogames re­ quiring different abilities, or to design them specifically for testing purposes. As testing methods, videogames are unique: they all have a built-in scoring method, are self-administered, and have automatic change of dif­ ficulty level. Four subjects showed no interest in repeat­ ing the game session, but did not cooperate with the psychometric test either. None of the patients looked anxious or frightened by the computer. Color and sound could further in­ crease the attraction of videogames for abulic patients. Considered as labor or game therapy, the games are attractive, safe and easy to monitor, even in defected patients. The value of contin­ ued use of videogames in individual or group sessions merits to be investigated.

Acknowledgements We thank for the help of Dr. Ricardo Picasso of the José T. Borda Neuropsychiatrie Hospital, Buenos Aires. S.S. is a Research Fellow of the National Scientific and Technological Research Council of Argentina (CONICET).

References

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Pathological preoccu­ video-games. J Am Adolesc Psychiatry Test de inteligencia (WAIS). Barcelona,

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Attitude of schizophrenics to computer videogames.

We investigated the initial attitude of 10 chronic, defected schizophrenic patients to a computer videogame session. Six of them enjoyed the experienc...
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