Serious Games and Gamification for Mental Health: Current Status and Promising Directions
University of Auckland · University of Tasmania · +5 more institutions
Abstract
Computer games are ubiquitous and can be utilised for serious purposes such as health and education. ‘Applied games’ including serious games (in brief, computerised games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. Firstly, by extending the reach of online programs to those who might not otherwise use them. Secondly, by improving engagement through both game-based and ‘serious’ motivational dynamics. Thirdly, by utilising varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the…
Citation impact
- FWCI
- 37.12
- Percentile
- 100%
- References
- 52
Authors
10Topics & keywords
- Psychological intervention
- Mental health
- Entertainment
- Cognition
- Computer science
- Psychology
- The Internet
- Serious game