关键词: Gameful experience Gamified intervention Mental wellness Psychological symptoms Psychotherapy Serious play

Mesh : Humans Gamification Video Games / psychology Health Promotion / methods Mental Health Treatment Outcome

来  源:   DOI:10.1007/s11920-023-01453-5   PDF(Pubmed)

Abstract:
Gamification has emerged as a novel technique for improving mental health and enhancing treatment effectiveness. This paper provides an overview of gamification approaches to mental health intervention, identifies factors that may be related to variations in treatment effectiveness, and discusses possible strategies for tailoring gamified interventions to clients\' needs.
Recent research has documented the potential of gamified mental health interventions for bolstering mental wellness and mitigating psychological symptoms. However, their effectiveness may vary depending on study design-related factors and gender-specific considerations. Literature reviews have also identified yet-to-be resolved issues surrounding the possible strengths and weaknesses of the personalization versus standardization of gamification, as well as the potential benefits of gamification for increasing engagement versus the potential risks of over-engagement and behavioral addiction to gamified components. This review highlights the need for careful planning and execution of gamified mental health interventions to optimize their effectiveness and suitability for meeting clients\' individual needs and preferences.
摘要:
目的:游戏化已成为一种改善心理健康和提高治疗效果的新技术。本文概述了心理健康干预的游戏化方法,确定可能与治疗效果变化有关的因素,并讨论了根据客户需求定制游戏化干预的可能策略。
结果:最近的研究证明了游戏化心理健康干预措施在增强心理健康和减轻心理症状方面的潜力。然而,其有效性可能因研究设计相关因素和性别因素而异.文献综述还确定了尚未解决的问题,围绕着个性化与游戏化标准化的可能优势和劣势,以及游戏化对增加参与的潜在好处与过度参与和对游戏化成分的行为成瘾的潜在风险。这篇评论强调需要仔细规划和执行游戏化的心理健康干预措施,以优化其有效性和适用性,以满足客户的个人需求和偏好。
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