[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3270316.3271551acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
abstract

Forum on Video Games for Mental Health

Published: 23 October 2018 Publication History

Abstract

Over the recent years, mental health has become a major disease burden globally. Untreated mental illness has serious consequences for the individual, resulting in lower quality of life and has severe negative effects on the global economy. Digital solutions for mental health offer relief to the overburdened health care system but would benefit from design approaches geared to increase participant adherence and engagement. Video games offer a rich design ecosphere-ranging from narrative elements usable in therapy, accessible social dynamics, challenging cognitive tasks, to novel assessment approaches and applicability as preventive measures-suggesting their potential to advance digital solutions for mental health. While there is clear potential in video games for mental health, the challenges and opportunities of transferring game design to mental health applications, designing for specific mental illnesses, and integration games for mental health into the clinical context are rarely addressed.

References

[1]
Alzheimer Disease International. 2016. World Alzheimer Report. Retrieved from https://www.alz.co.uk/research/WorldAlzheimerReport2016.pdf
[2]
Birk MV, Mandryk RL. 2016. The Benefits of Digital Games for the Assessment and Treatment of Men-tal Health. Presented at the CHI 2016 Workshop Computing in Mental Health. May 8, 2016; San Jose, CA, USA.
[3]
Rafael A. Calvo, Karthik Dinakar, Rosalind Picard, and Pattie Maes. Computing in mental health. In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. May 7-12, 2016; San Jose, CA, USA. 3438--3445. ACM.
[4]
Rafael A. Calvo, Karthik Dinakar, Rosalind Picard, and John Torous. 2017. 2nd symposia on compu-ting and mental health. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 3073--3080. ACM, 2017.
[5]
Chisholm D, Sweeny K, Sheehan P, et al. Scaling-up treatment of depression and anxiety: a global return on investment analysis. Lancet Psychiatry. 2016;3(5):415--24. 27083119
[6]
Coutrot, A., Silva, R., Manley, E., de Cothi, W., Sami, S., Bohbot, V., Wiener, J., Hölscher, C., Dal-ton, R. C., Hornberger, M., and Spiers, H. (2018). Global determinants of navigation ability. bioRxiv.
[7]
Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. Sep 28, 2011; Tampere, Finland. 9--15. ACM.
[8]
Dennis TA, O'toole L. Mental Health on the Go: Effects of a Gamified Attention Bias Modification Mo-bile Application in Trait Anxious Adults. Clin Psychol Sci. 2014;2(5):576--590. 26029490
[9]
Entertainment Software Association Web Site. 2015. Essential Facts 2015. Retrieved from http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf.
[10]
Entertainment Software Association Web Site. 2014. Essential Facts 2014. Retrieved from http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf.
[11]
Griffiths KM, Farrer L, Christensen H. The efficacy of Internet Interv for depression and anxiety disor-ders: a review of randomised controlled trials. Med J Aust. 2010;192(11):S4--11. 20528707
[12]
Kahn J, Ducharme P, Rotenberg A, Gonzalez-heydrich J. "RAGE-Control": A Game to Build Emo-tional Strength. Games Health J. 2013;2(1):53--7. 26196556
[13]
Kato PM. Video games in health care: Closing the gap. Rev Gen Psychol. 2010 Jun;14(2):113.
[14]
Li J, Theng YL, Foo S. Game-based digital interventions for depression therapy: a systematic review and meta-analysis. Cyberpsychol Behav Soc Netw. 2014;17(8):519--27. 24810933
[15]
Mandryk, RL and Birk, MV. Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences. J Med Internet Res, 2017, 19(4).
[16]
Mandryk, Regan L., Max V. Birk, Adam Lobel, Marieke van Rooij, Isabela Granic, and Vero Vanden Abeele. "Games for the assessment and treatment of mental health." In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, pp. 673--678. ACM, 2017.
[17]
Mandryk RL, Dielschneider S, Kalyn MR et al. Games as neurofeedback training for children with FASD. In: Proceedings of the 12th International Conference on Interaction Design and Children. Jun 24-27,2013; New York, NY, USA. 165--172. ACM.
[18]
Merry SN, Stasiak K, Shepherd M, Frampton C, Fleming T, Lucassen MF. The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: random-ised controlled non-inferiority trial. BMJ. 2012;344:e2598. 22517917
[19]
Scholten H, Malmberg M, Lobel A, Engels RC, Gra-nic I. A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents. PLoS ONE. 2016;11(1):e0147763. 26816292
[20]
Schoneveld EA, Malmberg M, Lichtwarck-Aschoff A, Verheijen GP, Engels RC, Granic I. A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial. Comput Human Behav. Oct 31, 2016;63:321--33.
[21]
Skevington SM, Lotfy M, O'connell KA. The World Health Organization's WHOQOL-BREF quality of life assessment: psychometric properties and results of the international field trial. A report from the WHOQOL group. Qual Life Res. 2004;13(2):299--310. 15085902
[22]
Vanden Abeele, Vero, Jan Wouters, Pol Ghesquière, Ann Goeleven, and Luc Geurts. 2015. Game-based Assessment of Psycho-acoustic Thresholds: Not All Games Are Equal! In Proceedings of the 2015 An-nual Symposium on Computer-Human Interaction in Play, pp. 331--341. ACM.
[23]
Victorian Health Promotion Foundation. 2018. To-morrow Me -- Young Workers Gamification.
[24]
Wadley, Greg, Rafael Calvo, John Torous, and Mary Czerwinski. 2018. 3rd Symposium on Computing and Mental Health: Understanding, Engaging, and Delighting Users. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. ACM.
[25]
Wijman, Tom. 2018. Newzoo: Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018. Re-trieved from https://newzoo.com/insights/articles/global-games-market-reaches-137--9-billion-in-2018-mobile-games-take-half/
[26]
Wimo, Anders, Maëlenn Guerchet, Gemma-Claire Ali, Yu-Tzu Wu, A. Matthew Prina, Bengt Winblad, Linus Jönsson, Zhaorui Liu, and Martin Prince. 2017. The worldwide costs of dementia 2015 and comparisons with 2010. Alzheimer's & dementia: the journal of the Alzheimer's Association 13, no. 1: 1--7.
[27]
World Health Organization. Dept. of Mental Health, and Substance Abuse. 2014. Mental Health Atlas.
[28]
World Health Organization. 2018. Fact Sheet Depression. Retrieved from http://www.who.int/en/news-room/fact-sheets/detail/depression

Cited By

View all
  • (2019)Considerations for Designing Context-Aware Mobile Apps for Mental Health InterventionsInternational Journal of Environmental Research and Public Health10.3390/ijerph1607119716:7(1197)Online publication date: 3-Apr-2019
  • (2019)Video games for mental healthInteractions10.1145/332848326:4(32-36)Online publication date: 26-Jun-2019

Index Terms

  1. Forum on Video Games for Mental Health

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY '18 Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
    October 2018
    725 pages
    ISBN:9781450359689
    DOI:10.1145/3270316
    • General Chairs:
    • Florian 'Floyd' Mueller,
    • Daniel Johnson,
    • Ben Schouten,
    • Program Chairs:
    • Phoebe O. Toups Dugas,
    • Peta Wyeth
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 23 October 2018

    Check for updates

    Author Tags

    1. digital health
    2. e-health
    3. mental health
    4. video games

    Qualifiers

    • Abstract

    Conference

    CHI PLAY '18
    Sponsor:

    Acceptance Rates

    CHI PLAY '18 Extended Abstracts Paper Acceptance Rate 43 of 123 submissions, 35%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)46
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 12 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2019)Considerations for Designing Context-Aware Mobile Apps for Mental Health InterventionsInternational Journal of Environmental Research and Public Health10.3390/ijerph1607119716:7(1197)Online publication date: 3-Apr-2019
    • (2019)Video games for mental healthInteractions10.1145/332848326:4(32-36)Online publication date: 26-Jun-2019

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media