Literature DB >> 30106642

Developing Digital Intervention Games for Mental Disorders: A Review.

Avani Shah1, Kyle R Kraemer2, Cho Rong Won1, Sheila Black2, Will Hasenbein1.   

Abstract

There is limited research on mental health interventions delivered in a digital game format and even less to guide developers on how to develop such games. This review focuses on understanding how to develop therapeutic digital games based primarily on mental health intervention games that have been empirically tested. The review was generated through database searches and backward search techniques for digital game-based interventions for specific mental disorders. We evaluated digital games that were based on validated psychological treatments. We located 24 studies and 18 games that met our search criteria. These games and their outcomes have been summarized. This review showed that these types of games have the potential to make an impact on mental health concerns but that there are currently few digital games available for the treatment or prevention of mental disorders. In addition, guidelines for digital mental health intervention game development have been presented. The consolidation of guidelines addressing multiple game development factors (e.g., time, cost, engagement) may help those interested in developing new therapeutic games that target a greater variety of disorders, thereby expanding access to larger populations.

Entities:  

Keywords:  Game development; Guidelines; Mental health; Review; Serious game; Videogame

Mesh:

Year:  2018        PMID: 30106642     DOI: 10.1089/g4h.2017.0150

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  7 in total

Review 1.  Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats.

Authors:  Valentin Benzing; Mirko Schmidt
Journal:  J Clin Med       Date:  2018-11-08       Impact factor: 4.241

2.  Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study.

Authors:  Hidde van der Meulen; Darragh McCashin; Gary O'Reilly; David Coyle
Journal:  JMIR Ment Health       Date:  2019-05-09

3.  MoodJumper: An Exploration of Game Interface Preferences in Users With/Out Mood Disorder.

Authors:  Nilufar Baghaei; Sylvia Hach; Hai-Ning Liang; Marvin Brucker
Journal:  Front Public Health       Date:  2019-08-08

4.  The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial.

Authors:  Maritta Välimäki; Min Yang; Yuen Ting Joyce Lam; Tella Lantta; Matias Palva; Satu Palva; Benjamin Yee; Siu Hung Yip; Kin-Sun Dan Yu; Hing Chiu Charles Chang; Po Yee Ivy Cheng; Daniel Bressington
Journal:  BMC Psychiatry       Date:  2021-01-18       Impact factor: 3.630

Review 5.  Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review.

Authors:  Kim Martinez; Maria Isabel Menéndez-Menéndez; Andres Bustillo
Journal:  JMIR Serious Games       Date:  2021-12-16       Impact factor: 4.143

6.  Do Improvements in Therapeutic Game-Based Skills Transfer to Real Life Improvements in Children's Emotion-Regulation Abilities and Mental Health? A Pilot Study That Offers Preliminary Validity of the REThink In-game Performance Scoring.

Authors:  Oana A David; Silvia Magurean; Cristina Tomoiagă
Journal:  Front Psychiatry       Date:  2022-03-21       Impact factor: 4.157

7.  Exploring the impacts of implicit context association and arithmetic booster in impulsivity reduction.

Authors:  Minho Hwang; Sung-Phil Kim; Dongil Chung
Journal:  Front Psychiatry       Date:  2022-09-13       Impact factor: 5.435

  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.