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. 2022 Jan 7;29(3):493–503. doi: 10.1111/jpm.12813

TABLE 1.

Individually negotiated goals for patients prior to and during the online video game recovery‐oriented intervention in a Danish medium security forensic psychiatric ward

Goal to improve Examples
Communication Patients who do not speak very much because of their negative mental health symptoms will be trained on how to communicate when gaming.
Patients acting as in‐game leaders are trained to guide the group by precise instructions, give kindly worded instructions and avoid abusive verbal outbursts.
Social skills Patients who are assigned a tedious task in the game are trained to adhere to the mission for the sake of the group.
Patients who quit in the middle of a game due to, e.g., frustration are asked to stay because it will comprise the chance of winning for the entire team if they quit before the end of the game.
Good players are instructed to teach less talented players.
Handling aggression Patients are trained to use positive expressions to praise and recognize their fellow players instead of yelling and being abusive.