Introduction: Engagement in meaningful occupations and increased participation in one’s life are primary goals of OT, however occupations such as gaming are not often a primary reason for service referral. As OTs, we recognize the clinical need for gaming as a billable service as gaming can be used as a functional, client-based intervention and increases patient quality of life across the lifespan.
Objectives: Over the last 2 years, OTs within the BCH ACP have introduced adaptive gaming as a service for clients across the lifespan, introducing clients to an occupation they have always wanted to engage in, or supporting clients who lost the ability to game. This has resulted in supporting family and community connections, creating networks of support, and expanding communication opportunities.
Approach: This presentation will highlight the application of gaming as an occupation through video case examples of people with complex motor profiles engaged in adaptive gaming, a variety of AT for increased participation and engagement in gaming, and a detailed application of the OTPF-4 related to the benefits of gaming.
Implications: Little attention has been given to video games as an occupation, despite their increasing popularity and an increasing social component. OTs focused on gaming use a client-centered approach to accessibility, performance, and engagement, addressing physical, cognitive, and psychosocial factors for inclusive, meaningful play.
Conclusion: OTs are primed to analyze client problem-solving skills, response to positive and negative feedback, and motor skills through activity analysis using their preferred occupation of gaming, therefore providing gaming as a service to support social, rehabilitative, and cognitive goals, while increasing engagement.
