Singapore Institute of Technology

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Evidence and Experiences: Using Games and Technology in Psychosocial Rehabilitation for Persons with Serious Mental Health Conditions.

conference contribution
posted on 2022-12-12, 02:26 authored by Bhing Leet TanBhing Leet Tan

The use of gamified platforms in psychosocial rehabilitation has gained much popularity in recent years, due to its ability to provide structured stages of rehabilitation in an attractive and engaging manner. Some games are developed to train specific community living or work tasks, while others seek to improve cognition and social skills. These games may be delivered through webpages, mobile applications, kinect or virtual/augmented reality platforms. Research has shown varying effectiveness in the use of such serious games. Successful rehabilitation programmes often incorporate the active transfer of strategies learned in games to everyday living.

In addition to gamified platforms, the COVID19 pandemic has also created opportunities for rehabilitation practitioners to conduct group skills training via online remote platforms. This talk will cover some of the advantages of conducting group therapy sessions using online means, as well as points to note when planning such sessions.

Learning Objectives:

  1. To gain an understanding of the therapeutic use of gamified platform for cognitive rehabilitation and functioning training.
  2. To describe examples of games and technology used in psychosocial rehabilitation.
  3. To apply strategies in transfer of learning from games to everyday living.
  4. To have an understanding of how to conduct group skills training via online remote platforms.


  • Bellucci, D. M., Glaberman, K., & Haslam, N. (2002). Computer-assisted Cognitive Rehabilitation Reduces Negative Symptoms in the Severely Mentally Ill. Schizophrenia Research, 59, 225-232.
  • Suslow, T., Schonauer, K., & Arolt, V. (2001). Attention Training in the Cognitive Rehabilitation of Schizophrenic Patients: a Review of Efficacy Studies. Acta Psychiatrica Scandinavica, 103, 15-23.
  • Tan, B. L., & King, R. (2013). The effects of cognitive remediation on functional outcomes among people with schizophrenia: a randomised controlled study. The Australian and New Zealand journal of psychiatry, 47(11), 1068–1080.
  • Twamley, E. W., Jeste, D. V., & Bellack, A. S. (2003). A Review of Cognitive Training in Schizophrenia. Schizophrenia Bulletin, 29(2), 359-382.


IMH Research Grant

MOE-SIT Ignition Grant


Journal/Conference/Book title

XIV World Congress of World Association for Psychosocial Rehabilitation (WAPR), 9-10 December 2021, Abu Dhabi.

Publication date


Project ID

  • 6847 (R-MOE-E103-F018) Augmented Reality Games to Enhance Vocational Ability of Patients (REAP)

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