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The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment
Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game mechanics may yield therapeutic effects per se and thereby contribute to digital mental health intervention efficacy. However, only a few commercial game–based interventions are a...
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/PMC10507521/ https://www.ncbi.nlm.nih.gov/pubmed/37665624 http://dx.doi.org/10.2196/42173 |
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author | Lukka, Lauri Palva, J Matias |
author_facet | Lukka, Lauri Palva, J Matias |
author_sort | Lukka, Lauri |
collection | PubMed |
description | Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game mechanics may yield therapeutic effects per se and thereby contribute to digital mental health intervention efficacy. However, only a few commercial game–based interventions are available. We suggest that the key challenge in their development reflects the tension between the 2 underlying paradigms, health care and entertainment, which have disparate goals and processes in digital development. We describe 3 approaches currently used to negotiate the 2 paradigms: the gamification of health care software, designing serious games, and purpose shifting existing entertainment games. We advanced an integrative framework to focus attention on 4 key themes in intervention development: target audience, engagement, mechanisms of action, and health-related effectiveness. On each theme, we show how the 2 paradigms contrast and can complement each other. Finally, we consider the 4 interdependent themes through the new product development phases from concept to production. Our viewpoint provides an integrative synthesis that facilitates the research, design, and development of game-based digital mental health interventions. |
format | Online Article Text |
id | pubmed-10507521 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-105075212023-09-20 The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment Lukka, Lauri Palva, J Matias JMIR Serious Games Viewpoint Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game mechanics may yield therapeutic effects per se and thereby contribute to digital mental health intervention efficacy. However, only a few commercial game–based interventions are available. We suggest that the key challenge in their development reflects the tension between the 2 underlying paradigms, health care and entertainment, which have disparate goals and processes in digital development. We describe 3 approaches currently used to negotiate the 2 paradigms: the gamification of health care software, designing serious games, and purpose shifting existing entertainment games. We advanced an integrative framework to focus attention on 4 key themes in intervention development: target audience, engagement, mechanisms of action, and health-related effectiveness. On each theme, we show how the 2 paradigms contrast and can complement each other. Finally, we consider the 4 interdependent themes through the new product development phases from concept to production. Our viewpoint provides an integrative synthesis that facilitates the research, design, and development of game-based digital mental health interventions. JMIR Publications 2023-09-04 /pmc/articles/PMC10507521/ /pubmed/37665624 http://dx.doi.org/10.2196/42173 Text en ©Lauri Lukka, J Matias Palva. Originally published in JMIR Serious Games (https://games.jmir.org), 04.09.2023. 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 | Viewpoint Lukka, Lauri Palva, J Matias The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment |
title | The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment |
title_full | The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment |
title_fullStr | The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment |
title_full_unstemmed | The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment |
title_short | The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment |
title_sort | development of game-based digital mental health interventions: bridging the paradigms of health care and entertainment |
topic | Viewpoint |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10507521/ https://www.ncbi.nlm.nih.gov/pubmed/37665624 http://dx.doi.org/10.2196/42173 |
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