Literature DB >> 33303223

Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges.

Bhavika Vajawat1, Prateek Varshney1, Debanjan Banerjee2.   

Abstract

Human evolution has regularly intersected with technology. Digitalization of various services has brought a paradigm shift in consumerism. Treading this path, mental health practice has gradually moved to Digital Mental Health Interventions (DMHI), to improve service access and delivery. Applied games are one such innovation that has gained recent popularity in psychiatry. Based on the principles of gamification, they target psychosocial and cognitive domains, according to the deficits in various psychiatric disorders. They have been used to deliver cognitive behaviour therapy, cognitive training and rehabilitation, behavioural modification, social motivation, attention enhancement, and biofeedback. Research shows their utility in ADHD, autistic spectrum disorders, eating disorders, post-traumatic stress, impulse control disorders, depression, schizophrenia, dementia, and even healthy aging. Virtual reality and artificial intelligence have been used in conjunction with gaming interventions to improvise their scope. Even though these interventions hold promise in engagement, ease of use, reduction of stigma, and bridging the mental-health gap, there are pragmatic challenges, especially in developing countries. These include network quality, infrastructure, feasibility, socio-cultural adaptability, and potential for abuse. Keeping this in the background, this review summarizes the scope, promise, and evidence of digital gaming in psychiatric practice, and highlights the potential caveats in their implementation.
Copyright © 2020. Published by Elsevier B.V.

Entities:  

Keywords:  Gamification; digital games; gaming interventions; mental health; psychiatry; review

Year:  2020        PMID: 33303223     DOI: 10.1016/j.psychres.2020.113585

Source DB:  PubMed          Journal:  Psychiatry Res        ISSN: 0165-1781            Impact factor:   3.222


  8 in total

1.  Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review.

Authors:  María Rodrigo-Yanguas; Carlos González-Tardón; Marcos Bella-Fernández; Hilario Blasco-Fontecilla
Journal:  Front Psychiatry       Date:  2022-04-27       Impact factor: 5.435

Review 2.  Psychiatry in the Digital Age: A Blessing or a Curse?

Authors:  Carl B Roth; Andreas Papassotiropoulos; Annette B Brühl; Undine E Lang; Christian G Huber
Journal:  Int J Environ Res Public Health       Date:  2021-08-05       Impact factor: 3.390

3.  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

Review 4.  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

Review 5.  Artificial Intelligence and Chatbots in Psychiatry.

Authors:  Kay T Pham; Amir Nabizadeh; Salih Selek
Journal:  Psychiatr Q       Date:  2022-02-25

6.  Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study.

Authors:  Nadia Minian; Anika Saiva; Allison Gayapersad; Rosa Dragonetti; Catherine Proulx; Patricia Debergue; Julia Lecce; Sarwar Hussain; Eric Desjardins; Peter Selby
Journal:  JMIR Form Res       Date:  2022-05-12

7.  Artificial Cognitive Systems Applied in Executive Function Stimulation and Rehabilitation Programs: A Systematic Review.

Authors:  Luis F Castillo-Ossa; Juan M Corchado; Carolina Robledo-Castro
Journal:  Arab J Sci Eng       Date:  2022-09-28       Impact factor: 2.807

8.  The COVID-19 pandemic, mask-wearing, and emotion recognition during late-childhood.

Authors:  Maia Chester; Rista C Plate; Tralucia Powell; Yuheiry Rodriguez; Nicholas J Wagner; Rebecca Waller
Journal:  Soc Dev       Date:  2022-08-25
  8 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.