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

Fleming, Theresa M.; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N.; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta and Hetrick, Sarah (2017). Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry, 7, article no. 215.

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DOI (Digital Object Identifier) Link: https://doi.org/10.3389/fpsyt.2016.00215
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Abstract

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.

Item Type: Journal Item
Copyright Holders: 2017 The Authors
ISSN: 1664-0640
Keywords: serious gaming; games for health; gamification; computerized CBT; e-therapy; engagement
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS) > Health, Wellbeing and Social Care
Faculty of Wellbeing, Education and Language Studies (WELS)
Interdisciplinary Research Centre: Health and Wellbeing PRA (Priority Research Area)
Item ID: 48125
Depositing User: Mathijs Lucassen
Date Deposited: 10 Jan 2017 14:23
Last Modified: 16 Aug 2017 15:42
URI: http://oro.open.ac.uk/id/eprint/48125
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