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Research has shown that video games can be used to treat conditions such as depression, anxiety, PTSD, and addiction. One of the main benefits of video games in therapy is that they can provide a sense of engagement and immersion that traditional therapy methods may lack.
- Conceptual Ambiguity Surrounding Gamification and Serious ...
In health care, the use of game-based interventions to...
- Conceptual Ambiguity Surrounding Gamification and Serious ...
Jun 3, 2023 · In this manuscript, we argue that game-based and eHealth interventions in mental health care are effective, safe, have a long-term impact, and are inclusive.
Nov 24, 2021 · In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games.
- Simon Warsinsky, Manuel Schmidt-Kraepelin, Sascha Rank, Scott Thiebes, Ali Sunyaev
- 10.2196/30390
- 2021
- J Med Internet Res. 2021 Sep; 23(9): e30390.
Jan 9, 2017 · 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 ...
Dec 1, 2021 · The field of mental health care in particular has seen increasing interest in the use of gamification, especially to enhance the effectiveness of psychological therapies, often by improving adherence and engagement in the therapeutic activities (see [5, 6]).
- 10.2196/27953
- Oct-Dec 2021
Oct 6, 2023 · 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.
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Jan 2, 2024 · 5 Citations. Metrics. Abstract. Background. Though still a young field of research, gamified digital interventions have demonstrated potential in exerting a favourable impact on health and overall well-being.