古德维尔农场游戏玩家抑郁症状的时间变化:为期 6 周的观察研究

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-10-01 Epub Date: 2024-05-22 DOI:10.1089/g4h.2023.0122
Marat Assanovich, Oleg Skugarevsky, Mikhail Kaspartov, Andrew Sokol
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引用次数: 0

摘要

研究目的主要目的是评估 Goodville 农场游戏对抑郁症状的潜在影响。研究方法Goodville 农场游戏以其独特的农场功能为特点,融入了情绪健康元素和各种心理健康评估工具,使玩家能够监测和改善自己的情绪状态。利用 1717 名美国和英国玩家自我报告的《患者健康问卷-8》(PHQ-8)数据,在 6 周时间内每周监测一次玩家的变化。研究的重点是游戏整合情绪健康元素和各种心理健康评估的能力,以促进自我监测和改善玩家的情绪状态。研究结果总体时间效应非常明显(F = 154.498,df = 1711,P < 0.001),显示出中等到较大的效应规模,PHQ-8 分数在整个期间逐步下降。约 60% 的球员报告抑郁症状严重程度有所减轻,约 35% 的球员症状完全缓解。初始严重程度较高的球员的症状改善更为明显。在症状变化与人口统计学数据或活跃比赛天数之间没有发现相关性。结论Goodville 作为一种数字心理健康干预措施,通过其旨在改善情绪健康的特性,在减少抑郁症状方面展现出了潜力。该研究强调了考虑基线严重程度的必要性,并突出了真实农场游戏功能的治疗前景。尽管没有对照组,但研究结果为心理健康护理的数字干预提供了有意义的见解,并为今后验证和扩展这些结果的研究指明了方向。
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Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.

Aim of the Study: The primary objective was to evaluate the potential impact of the Goodville farm game on depressive symptoms. Methods: The Goodville game, characterized by its unique farming features, incorporates elements of emotional well-being and various mental health assessment tools, enabling players to monitor and improve their emotional state. Using self-reported Patient Health Questionnaire-8 (PHQ-8) data from 1717 US and UK players, changes were monitored weekly over a 6-week period. The study focused on the game's ability to integrate emotional well-being elements and various mental health assessments to facilitate self-monitoring and improvement of players' emotional states. Results: There was a significant overall time effect (F = 154.498, df = 1711, P < 0.001), indicating a moderate-to-large effect size, with progressive decreases in PHQ-8 scores throughout the period. About 60% of players reported reduced depressive symptom severity, with around 35% experiencing complete symptom relief. More significant improvements were observed in players with higher initial severity. No correlations were found between symptom changes and demographic data or the number of active playing days. Conclusion: Goodville demonstrates potential as a digital mental health intervention in reducing depressive symptoms through its specific characteristics designed to improve emotional well-being. The study emphasizes the need to consider baseline severity and highlights the therapeutic promise of authentic farming game features. Despite the absence of a control group, the findings contribute meaningful insights into digital interventions for mental health care and set a direction for future studies to validate and expand upon these results.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
期刊最新文献
Natural Course and Predictors of Sustained Exergaming in Young Adults. Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention. Participatory Development of a Virtual Reality Exercise Program for People with Chronic Pain. Executive Functions Rehabilitation in Premature Children Using an Adaptive Motion-Interaction Videogame Platform: A Randomized Controlled Trial. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study.
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