Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

Serious Games and Gamification for Mental Health: Current Status and Promising Directions.
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严重的游戏和心理健康游戏化:当前状态和有前途的方向。

DOI:
10.3389/fpsyt.2016.00215
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发表时间:
2016
影响因子:
4.7
通讯作者:
Hetrick S
Hetrick S
中科院分区:
医学3区
文献类型:
--
作者:
Fleming TM;Bavin L;Stasiak K;Hermansson-Webb E;Merry SN;Cheek C;Lucassen M;Lau HM;Pollmuller B;Hetrick S

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电脑游戏无处不在,可以用于健康和教育等严肃目的。 “应用游戏”包括严肃游戏(简而言之,用于严肃目的的电脑游戏)和游戏化(在游戏之外使用的游戏元素)有可能通过三个过程增加心理健康互联网干预的影响。首先,将在线程序的覆盖范围扩大到那些可能不会使用它们的人。其次,通过基于游戏的和“严肃的”激励动力来提高参与度。第三,利用不同的变革机制,包括治疗过程和游戏功能。在本次范围审查中,我们的目标是通过探索该领域的潜力和机会来推进该领域的发展。我们回顾了可以利用的参与因素,并从当代系统评价中证明,有希望的证据表明严肃游戏对抑郁症有效。我们举例说明了经过测试的心理健康应用游戏的六大类(运动游戏、虚拟现实、基于认知行为治疗的游戏、娱乐游戏、生物反馈和认知训练游戏),并证明将传统的循证干预措施转化为计算机游戏形式并利用计算机游戏的功能进行治疗改变是可行的。应用游戏在增加在线干预对心理健康的影响方面具有巨大的潜力。然而,独立试验很少,并且缺乏基于游戏和非基于游戏的干预措施的直接比较。需要进一步的研究、更快的迭代、快速测试、非传统协作和以用户为中心的方法,以响应快速变化的环境中不同的用户需求和偏好。
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.