Serious games and gamification for mental health: Current status and promising directions
Version 2 2020-07-22, 01:14Version 2 2020-07-22, 01:14
Version 1 2020-05-19, 23:46Version 1 2020-05-19, 23:46
journal contribution
posted on 2020-07-22, 01:14 authored by Theresa FlemingTheresa Fleming, L Bavin, K Stasiak, E Hermansson-Webb, SN Merry, C Cheek, M Lucassen, HM Lau, B Pollmuller, S Hetrick© 2017 Fleming, Bavin, Stasiak, Hermansson-Webb, Merry, Cheek, Lucassen, Lau, Pollmuller and Hetrick. 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.
History
Preferred citation
Fleming, T.M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S.N., Cheek, C., Lucassen, M., Lau, H.M., Pollmuller, B. & Hetrick, S. (2017). Serious games and gamification for mental health: Current status and promising directions. Frontiers in Psychiatry, 7(JAN), 1-7. https://doi.org/10.3389/fpsyt.2016.00215Publisher DOI
Journal title
Frontiers in PsychiatryVolume
7Issue
JANPublication date
2017-01-10Pagination
1-7Publisher
Frontiers Media SAPublication status
PublishedContribution type
ArticleOnline publication date
2017-01-10ISSN
1664-0640eISSN
1664-0640Article number
ARTN 215Language
enUsage metrics
Categories
Keywords
Licence
Exports
RefWorksRefWorks
BibTeXBibTeX
Ref. managerRef. manager
EndnoteEndnote
DataCiteDataCite
NLMNLM
DCDC