10.26686/wgtn.12331280.v1
Theresa Fleming
Theresa
Fleming
D de Beurs
D
de Beurs
Y Khazaal
Y
Khazaal
A Gaggioli
A
Gaggioli
G Riva
G
Riva
C Botella
C
Botella
RM Baños
RM
Baños
F Aschieri
F
Aschieri
LM Bavin
LM
Bavin
A Kleiboer
A
Kleiboer
S Merry
S
Merry
HM Lau
HM
Lau
H Riper
H
Riper
Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift
Open Access Te Herenga Waka-Victoria University of Wellington
2020
computerized therapy
serious games
implementation
cCBT
Health services & systems
Public Health
Clinical Trials and Supportive Activities
Clinical Research
Behavioral and Social Science
Prevention
Mental Health
Science & Technology
Life Sciences & Biomedicine
Psychiatry
RANDOMIZED CONTROLLED-TRIAL
COGNITIVE-BEHAVIOR THERAPY
CASUAL VIDEOGAME PLAY
MENTAL-HEALTH
EMOTIONAL DISORDERS
SELF-HELP
DEPRESSION
ANXIETY
METAANALYSIS
INTERNET
Public Health and Health Services
Clinical Sciences
Psychology
2020-05-19 23:49:45
Journal contribution
https://openaccess.wgtn.ac.nz/articles/journal_contribution/Maximizing_the_impact_of_E-Therapy_and_Serious_Gaming_Time_for_a_paradigm_shift/12331280
© 2016 Fleming, de Beurs, Khazaal, Gaggioli, Riva, Botella, Baños, Aschieri, Bavin, Kleiboer, Merry, Lau and Riper. Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives' paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on user-centered approaches, including both user-centered design of programs and greater individualization within programs, with the latter perhaps utilizing increased modularization; (2) Increased emphasis on engagement utilizing processes such as gaming, gamification, telepresence, and persuasive technology; (3) Increased collaboration in program development, testing, and data sharing, across both sectors and regions, in order to achieve higher quality, more sustainable outcomes with greater reach; and (4) Rapid testing and implementation, including the measurement of reach, engagement, and effectiveness, and timely implementation. We suggest it is time for researchers, clinicians, developers, and end-users to collaborate on these aspects in order to maximize the impact of e-therapies and serious gaming.