基于游戏的数字心理健康干预的发展:连接医疗保健和娱乐的范式。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-09-04 DOI:10.2196/42173
Lauri Lukka, J Matias Palva
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引用次数: 0

摘要

游戏元素越来越多地被用于提高用户对数字心理健康干预的参与度,特定的游戏机制本身可能产生治疗效果,从而有助于提高数字心理健康介入的效果。然而,只有少数基于商业游戏的干预措施可用。我们认为,它们发展中的关键挑战反映了医疗保健和娱乐这两种基本范式之间的紧张关系,这两种范式在数字发展中具有不同的目标和过程。我们描述了目前用于协商这两种范式的3种方法:医疗保健软件的游戏化、严肃游戏的设计以及改变现有娱乐游戏目的。我们提出了一个综合框架,将注意力集中在干预发展的4个关键主题上:目标受众、参与、行动机制和与健康相关的有效性。在每一个主题上,我们展示了这两种范式是如何相互对比和互补的。最后,我们通过从概念到生产的新产品开发阶段来考虑4个相互依存的主题。我们的观点提供了一种综合的方法,有助于基于游戏的数字心理健康干预措施的研究、设计和开发。
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The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment.

Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game mechanics may yield therapeutic effects per se and thereby contribute to digital mental health intervention efficacy. However, only a few commercial game-based interventions are available. We suggest that the key challenge in their development reflects the tension between the 2 underlying paradigms, health care and entertainment, which have disparate goals and processes in digital development. We describe 3 approaches currently used to negotiate the 2 paradigms: the gamification of health care software, designing serious games, and purpose shifting existing entertainment games. We advanced an integrative framework to focus attention on 4 key themes in intervention development: target audience, engagement, mechanisms of action, and health-related effectiveness. On each theme, we show how the 2 paradigms contrast and can complement each other. Finally, we consider the 4 interdependent themes through the new product development phases from concept to production. Our viewpoint provides an integrative synthesis that facilitates the research, design, and development of game-based digital mental health interventions.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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