Cargando…
Serious Games and Gamification for Mental Health: Current Status and Promising Directions
Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of menta...
Autores principales: | , , , , , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2017
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5222787/ https://www.ncbi.nlm.nih.gov/pubmed/28119636 http://dx.doi.org/10.3389/fpsyt.2016.00215 |
_version_ | 1782493056608501760 |
---|---|
author | Fleming, Theresa M. Bavin, Lynda Stasiak, Karolina Hermansson-Webb, Eve Merry, Sally N. Cheek, Colleen Lucassen, Mathijs Lau, Ho Ming Pollmuller, Britta Hetrick, Sarah |
author_facet | Fleming, Theresa M. Bavin, Lynda Stasiak, Karolina Hermansson-Webb, Eve Merry, Sally N. Cheek, Colleen Lucassen, Mathijs Lau, Ho Ming Pollmuller, Britta Hetrick, Sarah |
author_sort | Fleming, Theresa M. |
collection | PubMed |
description | Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments. |
format | Online Article Text |
id | pubmed-5222787 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-52227872017-01-24 Serious Games and Gamification for Mental Health: Current Status and Promising Directions Fleming, Theresa M. Bavin, Lynda Stasiak, Karolina Hermansson-Webb, Eve Merry, Sally N. Cheek, Colleen Lucassen, Mathijs Lau, Ho Ming Pollmuller, Britta Hetrick, Sarah Front Psychiatry Psychiatry Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments. Frontiers Media S.A. 2017-01-10 /pmc/articles/PMC5222787/ /pubmed/28119636 http://dx.doi.org/10.3389/fpsyt.2016.00215 Text en Copyright © 2017 Fleming, Bavin, Stasiak, Hermansson-Webb, Merry, Cheek, Lucassen, Lau, Pollmuller and Hetrick. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychiatry Fleming, Theresa M. Bavin, Lynda Stasiak, Karolina Hermansson-Webb, Eve Merry, Sally N. Cheek, Colleen Lucassen, Mathijs Lau, Ho Ming Pollmuller, Britta Hetrick, Sarah Serious Games and Gamification for Mental Health: Current Status and Promising Directions |
title | Serious Games and Gamification for Mental Health: Current Status and Promising Directions |
title_full | Serious Games and Gamification for Mental Health: Current Status and Promising Directions |
title_fullStr | Serious Games and Gamification for Mental Health: Current Status and Promising Directions |
title_full_unstemmed | Serious Games and Gamification for Mental Health: Current Status and Promising Directions |
title_short | Serious Games and Gamification for Mental Health: Current Status and Promising Directions |
title_sort | serious games and gamification for mental health: current status and promising directions |
topic | Psychiatry |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5222787/ https://www.ncbi.nlm.nih.gov/pubmed/28119636 http://dx.doi.org/10.3389/fpsyt.2016.00215 |
work_keys_str_mv | AT flemingtheresam seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT bavinlynda seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT stasiakkarolina seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT hermanssonwebbeve seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT merrysallyn seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT cheekcolleen seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT lucassenmathijs seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT lauhoming seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT pollmullerbritta seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections AT hetricksarah seriousgamesandgamificationformentalhealthcurrentstatusandpromisingdirections |