No. Special Issue 1 (2026): The Mechanics of Gaming
Articles

Play as Care. From Gaming to Digital Therapy

Giorgio Buratti
Polytechnic University of Milan
Michela Rossi
Polytechnic University of Milan
Yingfei Zhu
Polytechnic University of Milan

Published 2026-09-29

Keywords

  • Digital therapeutics (DTx),
  • Virtual Reality,
  • Pediatric rehabilitation

How to Cite

Buratti, G., Rossi, M., & Zhu, Y. (2026). Play as Care. From Gaming to Digital Therapy. TRIBELON Journal of Drawing and Representation of Architecture, Landscape and Environment, (Special Issue 1), 76–83. https://doi.org/10.36253/tribelon-3960

Abstract

The history of medicine is characterised by the progressive transformation of healthcare devices, which have evolved with new scientific and technological knowledge and with changes in cultural models of reference. Advances in information technology over the last decade have led to the advent of Digital Therapeutics (DTx), software applications based on clinical evidence, designed to prevent, monitor and treat a wide range of disorders. Therapy is no longer administered; it takes the form of an experience in which the patient takes an active, participatory role, interacting with a system that evolves as it accompanies them on their journey of care. In this context, the playful dimension is a privileged paradigm for the effectiveness and personalisation of interventions. Illustrating the initial stages of a study of a DTx dedicated to patients with cerebral palsy, this article proposes an interpretation of the (video) game as an adaptive therapeutic medium, capable of responding to the complexity of the clinical, cognitive and emotional profiles of pediatric patients.

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