Literature DB >> 31640521

Serious Games, Gamification, and Serious Mental Illness: A Scoping Review.

Martin Fitzgerald1, Gemma Ratcliffe1.   

Abstract

OBJECTIVE: The use of serious games and gamification to promote learning has a long history. More recently, serious games and gamification have been used in clinical settings to promote treatment and recovery. Yet there is little evidence to support their use with populations that experience serious mental illness.
METHODS: A scoping review was used to answer the following research question, What is the current state of knowledge about how games and gamification are used to promote treatment of serious mental illness? Scoping reviews clarify, define, and develop conceptual boundaries within a topic area. Twenty studies were identified and reviewed by using thematic content analysis.
RESULTS: A range of game types, formats, and technology were assessed. Six themes emerged from analysis. Serious games and the use of gamification to promote treatment have potential to engage persons with serious mental illness in game content and promote treatment outcomes. Game design that supported clear instruction, a coherent narrative, a smooth interface between mechanics and play, and service user involvement early in the process of game design were important for the successful promotion of engagement and learning. Games reviewed offered the opportunity for problem solving, collaboration, and goal-oriented activity that supported the delivery of therapeutic outcomes.
CONCLUSIONS: The use of serious games and gamification to promote treatment of serious mental illness had high levels of feasibility and acceptability among both users and providers. The potential treatment value of games, however, is dependent on key features related to the games' design, operation, and rationale.

Entities:  

Keywords:  Gamification; Recovery; Schizophrenia; Scoping Review; Serious Games; Treatment Outcomes

Mesh:

Year:  2019        PMID: 31640521     DOI: 10.1176/appi.ps.201800567

Source DB:  PubMed          Journal:  Psychiatr Serv        ISSN: 1075-2730            Impact factor:   3.084


  7 in total

1.  Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.

Authors:  Manuela Ferrari; Judith Sabetti; Sarah V McIlwaine; Sahar Fazeli; S M Hani Sadati; Jai L Shah; Suzanne Archie; Katherine M Boydell; Shalini Lal; Joanna Henderson; Mario Alvarez-Jimenez; Neil Andersson; Rune Kristian Lundedal Nielsen; Jennifer A Reynolds; Srividya N Iyer
Journal:  Front Digit Health       Date:  2022-04-07

2.  A Serious Game for Young People With First Episode Psychosis (OnTrack>The Game): Qualitative Findings of a Randomized Controlled Trial.

Authors:  Samantha Jankowski; Kathleen Ferreira; Franco Mascayano; Effy Donovan; Reanne Rahim; Michael L Birnbaum; Sabrina Yum-Chan; Deborah Medoff; Bethany Marcogliese; Lijuan Fang; Terriann Nicholson; Lisa Dixon
Journal:  JMIR Ment Health       Date:  2022-04-06

3.  A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study.

Authors:  Mariam Almeqbaali; Sofia Ouhbi; Mohamed Adel Serhani; Leena Amiri; Reem K Jan; Nazar Zaki; Ayman Sharaf; Abdulla Al Helali; Eisa Almheiri
Journal:  JMIR Serious Games       Date:  2022-08-02       Impact factor: 3.364

Review 4.  Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review.

Authors:  Juan Martínez-Miranda; Ismael Edrein Espinosa-Curiel
Journal:  JMIR Serious Games       Date:  2022-08-25       Impact factor: 3.364

Review 5.  The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review.

Authors:  Wymann S W Tang; Tricia J Y Ng; Joseph Z A Wong; Cyrus S H Ho
Journal:  J Med Internet Res       Date:  2022-08-29       Impact factor: 7.076

6.  Integrating gamification and instructional design to enhance usability of online learning.

Authors:  Akanksha Ghai; Urvashi Tandon
Journal:  Educ Inf Technol (Dordr)       Date:  2022-08-15

7.  Enhancing mental health literacy in obsessive-compulsive disorder and reducing stigma via smartphone: A randomized controlled trial protocol.

Authors:  Antonio Chaves; Sandra Arnáez; Diana Castilla; María Roncero; Gemma García-Soriano
Journal:  Internet Interv       Date:  2022-07-13
  7 in total

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