Medicine and Video Games: Between History and Contemporary Perspectives
DOI:
https://doi.org/10.13133/2531-7288/3318Keywords:
Videogames and Medicine, Videogames and History of Medicine, Prosthesis, HistoryAbstract
This article examines the evolving relationship between medicine and video games, highlighting their applications in therapeutic, educational, and historical contexts. While video games were once regarded solely as entertainment, they have increasingly been integrated into healthcare, offering innovative approaches to rehabilitation, mental health management, and medical training. The use of video games in therapy has demonstrated benefits in neurological and psychological rehabilitation, as well as in professional medical education. Beyond their practical applications, video games provide a unique lens for exploring historical medical practices. Games set in historical periods can depict medical treatments, prosthetic advancements, and public health challenges, offering interactive insights into the evolution of healthcare systems. Titles that emphasize realism, such as Kingdom Come: Deliverance, strive for historical accuracy in their portrayal of medical practices, while others integrate fictionalized yet plausible depictions of medical innovations. Socially, video games have become a platform for raising awareness about health-related issues, including mental health, addiction, and social behaviors. As gaming communities increasingly engage with these topics, video games emerge as tools for fostering public health awareness and promoting behavioral change. By merging entertainment, education, and medical application, video games present significant potential to influence both medical practice and public perceptions of health. As the industry evolves, its role in shaping future healthcare, medical training, and societal health consciousness is poised to expand, fostering new intersections between technology and medicine.Downloads
Published
2026-04-30
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Copyright (c) 2026 Alessandro Porro, Lorenzo Lorusso, Bruno Falconi, Lucie Biehler-Gomez, Luca Porro

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
