| Literature DB >> 28119636 |
Theresa M Fleming1, Lynda Bavin2, Karolina Stasiak2, Eve Hermansson-Webb2, Sally N Merry2, Colleen Cheek3, Mathijs Lucassen4, Ho Ming Lau5, Britta Pollmuller6, Sarah Hetrick7.
Abstract
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.Entities:
Keywords: computerized CBT; e-therapy; engagement; games for health; gamification; serious gaming
Year: 2017 PMID: 28119636 PMCID: PMC5222787 DOI: 10.3389/fpsyt.2016.00215
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Examples of major types of tested applied games for mental health.
| Types of game | Example | Main therapeutic modality | Increasing engagement | |||||
|---|---|---|---|---|---|---|---|---|
| Examples of game-focused engagement features (facilitating engagement | Serious purpose engagement features | |||||||
| Achievement | Exploration | Sociability | Domination | Immersion | ||||
| Exergames | Nintendo Wii Sports ( | Exercise, perhaps behavioral activation, social activity | Improve performance on sports games to increase the avatar’s skill level and to turn “pro.” Features fitness test | Explore different virtual sports settings | Can play with others | Compete against others to win tournaments | Requires real-time movement to play the game. Real-time performance feedback | Not described |
| Virtual reality | Virtual Iraq ( | Exposure therapy | Habituate to progressively more provocative elements to progress through the recreated virtual environment | User navigates through virtual 3D simulation of combat environments | N/A | Confront provocative elements in the traumatic scenario to gain control over emotional responses | Immersive sensory 3D experience (rich 3D graphics and audio, olfactory, and vibrotactile stimuli) | Clinician provides rationale |
| Cognitive behavior therapy (CBT)-based serious games | SPARX ( | CBT | Complete quizzes, shoot gNats (gloomy negative automatic thoughts), and find gems to ultimately restore balance to the virtual world | Explore virtual world | Player interacts with virtual guide/therapist and other in-game characters | Defeat gNats | Interactive narrative (“a hero to save the world”). Rich graphics | Virtual guide explains how the game is helpful for difficulties and can be applied in real-life |
| CBT-based gamification | SuperBetter ( | CBT and positive psychology | Gain points and “level-up.” Complete quests and power-ups. Defeat “bad guys” | N/A | Facebook integration and online forums. Encourages connections with allies | Defeat “bad guys” (by overcoming specific obstacles) | Fun bite-sized activities. Can create own power-ups and quests | Program explicitly provides rationale for why intervention helps with resilience and mood |
| Biofeedback | Journey to the Wild Divine ( | Psychoeducation and relaxation-based exercises paired with biofeedback | See progress over time | Explore serene virtual worlds/environments | Encounter various guides and mentors in the virtual environment | N/A | Controlling physiology to play the game. Rich graphics and immersive sound | In-game explanation about how program works to prevent or relieve stress and enhance well-being |
| Entertainment computer games for mental health | Tetris ( | Redirection of cognitive resources | Clear lines to successfully level-up | N/A | Can play against others and watch tournaments. Online forums | Defeat other players in multi-level modes and competitions. Leaderboards | Playing against the clock (time pressure) | Therapist may provide explanation |
Systematic reviews of applied games for mental health.
| Reference | Scope | Inclusion criteria | Included programs (brief description) | Conclusions |
|---|---|---|---|---|
| Li et al. ( | Systematic review and meta-analysis of exergames for depression | Studies of exergames to treat or prevent depression. Search terms and detailed inclusion criteria specified. Inclusion criteria include published in peer-reviewed literature and reliable and valid measures of depression symptoms at pre- and post-intervention. Non-RCTs included | Nine studies, eight using Wii Sports, Wii Fit or Wii Fit Plus, or other commercial exergames and one purpose-built rehabilitation game. Each tested for impact on depression or depressive symptoms among at-risk groups (mainly among elderly) | Small, but significant effect of exergames on depressive symptoms. Larger scale robust studies needed |
| Fleming et al. ( | Systematic review of serious games for the treatment or prevention of depression | Studies of computer games/serious games to treat or prevent depression. Search terms and detailed inclusion criteria specified. Inclusion criteria include published in peer-reviewed literature and reliable and valid measures of depression symptoms at pre- and post-intervention. Non-RCTs included | Nine studies related to six programs: | Most studies reported promising results, although one universal program (ReachOutCentral) had mixed results. Interventions show promise, but the evidence is currently very limited |
| Li et al. ( | Systematic review and meta-analysis of game-based digital interventions for depression | Studies of game-based digital applications for depression. Search terms not specified and inclusion criteria are not detailed; however, they must include reliable and valid measures of depression symptoms. Surveys, non-RCTs, and single case studies were included | Identified 19 studies including: | Findings support effectiveness, but further research is needed |