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Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
BACKGROUND: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized...
Autores principales: | , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10193222/ https://www.ncbi.nlm.nih.gov/pubmed/37133923 http://dx.doi.org/10.2196/37105 |
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author | Ghosh, Arka Agnihotri, Jagriti Bhalotia, Sradha Sati, Bharat Kumar Agarwal, Latika A, Akash Tandon, Swastika Meena, Komal Raj, Shreyash Azad, Yatin Gupta, Silky Gupta, Nitin |
author_facet | Ghosh, Arka Agnihotri, Jagriti Bhalotia, Sradha Sati, Bharat Kumar Agarwal, Latika A, Akash Tandon, Swastika Meena, Komal Raj, Shreyash Azad, Yatin Gupta, Silky Gupta, Nitin |
author_sort | Ghosh, Arka |
collection | PubMed |
description | BACKGROUND: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized cognitive behavioral therapy–based interventions, their uptake is low and dropout rates are high. Cognitive bias modification (CBM) paradigms provide a complementary approach to digital interventions for depression. However, interventions based on CBM paradigms have been reported to be repetitive and boring. OBJECTIVE: In this paper, we described the conceptualization, design, and acceptability of serious games based on CBM paradigms and the learned helplessness paradigm. METHODS: We searched the literature for CBM paradigms that were shown to be effective in reducing depressive symptoms. For each of the CBM paradigms, we ideated how to create a game so that the gameplay was engaging while the active therapeutic component remained unchanged. RESULTS: We developed 5 serious games based on the CBM paradigms and the learned helplessness paradigm. The games include various core elements of gamification, such as goals, challenges, feedback, rewards, progress, and fun. Overall, the games received positive acceptability ratings from 15 users. CONCLUSIONS: These games may help improve the effectiveness and engagement levels of computerized interventions for depression. |
format | Online Article Text |
id | pubmed-10193222 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-101932222023-05-19 Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study Ghosh, Arka Agnihotri, Jagriti Bhalotia, Sradha Sati, Bharat Kumar Agarwal, Latika A, Akash Tandon, Swastika Meena, Komal Raj, Shreyash Azad, Yatin Gupta, Silky Gupta, Nitin JMIR Serious Games Original Paper BACKGROUND: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized cognitive behavioral therapy–based interventions, their uptake is low and dropout rates are high. Cognitive bias modification (CBM) paradigms provide a complementary approach to digital interventions for depression. However, interventions based on CBM paradigms have been reported to be repetitive and boring. OBJECTIVE: In this paper, we described the conceptualization, design, and acceptability of serious games based on CBM paradigms and the learned helplessness paradigm. METHODS: We searched the literature for CBM paradigms that were shown to be effective in reducing depressive symptoms. For each of the CBM paradigms, we ideated how to create a game so that the gameplay was engaging while the active therapeutic component remained unchanged. RESULTS: We developed 5 serious games based on the CBM paradigms and the learned helplessness paradigm. The games include various core elements of gamification, such as goals, challenges, feedback, rewards, progress, and fun. Overall, the games received positive acceptability ratings from 15 users. CONCLUSIONS: These games may help improve the effectiveness and engagement levels of computerized interventions for depression. JMIR Publications 2023-05-03 /pmc/articles/PMC10193222/ /pubmed/37133923 http://dx.doi.org/10.2196/37105 Text en ©Arka Ghosh, Jagriti Agnihotri, Sradha Bhalotia, Bharat Kumar Sati, Latika Agarwal, Akash A, Swastika Tandon, Komal Meena, Shreyash Raj, Yatin Azad, Silky Gupta, Nitin Gupta. Originally published in JMIR Serious Games (https://games.jmir.org), 03.05.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Ghosh, Arka Agnihotri, Jagriti Bhalotia, Sradha Sati, Bharat Kumar Agarwal, Latika A, Akash Tandon, Swastika Meena, Komal Raj, Shreyash Azad, Yatin Gupta, Silky Gupta, Nitin Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study |
title | Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study |
title_full | Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study |
title_fullStr | Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study |
title_full_unstemmed | Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study |
title_short | Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study |
title_sort | serious games based on cognitive bias modification and learned helplessness paradigms for the treatment of depression: design and acceptability study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10193222/ https://www.ncbi.nlm.nih.gov/pubmed/37133923 http://dx.doi.org/10.2196/37105 |
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