Gamification: a Novel Approach to Mental Health Promotion

被引:1
|
作者
Cheng, Cecilia [1 ]
Ebrahimi, Omid V. [2 ,3 ]
机构
[1] Univ Hong Kong, Dept Psychol, Hong Kong, Peoples R China
[2] Univ Oslo, Dept Psychol, Oslo, Norway
[3] Modum Bad Psychiat Hosp, Res Inst, Vikersund, Norway
关键词
Gameful experience; Gamified intervention; Mental wellness; Psychological symptoms; Psychotherapy; Serious play; VIRTUAL-REALITY; ENGAGEMENT; GENDER; INTERVENTIONS; BEHAVIOR; OUTCOMES; THERAPY; YOUTH;
D O I
10.1007/s11920-023-01453-5
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Purpose of ReviewGamification 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 FindingsRecent 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.SummaryThis 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.
引用
收藏
页码:577 / 586
页数:10
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