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迈向基于游戏的数字心理健康干预:玩家习惯与偏好

Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences.

作者信息

Mandryk Regan Lee, Birk Max Valentin

机构信息

Interaction Lab, Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.

出版信息

J Med Internet Res. 2017 Apr 20;19(4):e128. doi: 10.2196/jmir.6906.

Abstract

BACKGROUND

Designers of digital interventions for mental health often leverage interactions from games because the intrinsic motivation that results from game-based interventions may increase participation and translate into improved treatment efficacy. However, there are outstanding questions about the suitability (eg, are desktop or mobile interventions more appropriate?) and intervention potential (eg, do people with depression activate enough to play?) of games for mental health.

OBJECTIVE

In this paper, we aimed to describe the presently unknown relationship between gaming activity and indicators of well-being so that designers make informed choices when designing game-based interventions for mental health.

METHODS

We gathered validated scales of well-being (Beck's Depression Inventory [BDI-II], Patient Health Questionnaire [PHQ-9], trait anxiety [TA], and basic psychological needs satisfaction [BPNS]), play importance (control over game behavior: control; gamer identity: identity), and play behavior (play frequency, platform preferences, and genre preferences) in a Web-based survey (N=491).

RESULTS

The majority of our participants played games a few times a week (45.3%, 222/490) or daily (34.3%, 168/490). In terms of depression, play frequency was associated with PHQ-9 (P=.003); PHQ-9 scores were higher for those who played daily than for those who played a few times a week or less. Similarly, for BDI-II (P=.01), scores were higher for those who played daily than for those who played once a week or less. Genre preferences were not associated with PHQ-9 (P=.32) or BDI-II (P=.68); however, platform preference (ie, mobile, desktop, or console) was associated with PHQ-9 (P=.04); desktop-only players had higher PHQ-9 scores than those who used all platforms. Platform preference was not associated with BDI-II (P=.18). In terms of anxiety, TA was not associated with frequency (P=.23), platform preference (P=.07), or genre preference (P=.99). In terms of needs satisfaction, BPNS was not associated with frequency (P=.25) or genre preference (P=.53), but it was associated with platform preference (P=.01); desktop-only players had lower needs satisfaction than those who used all platforms. As expected, play frequency was associated with identity (P<.001) and control (P<.001); those who played more had identified more as a gamer and had less control over their gameplay. Genre preference was associated with identity (P<.001) and control (P<.001); those who played most common genres had higher control over their play and identified most as gamers. Platform preference was not associated with control (P=.80), but was with identity (P=.001); those who played on all devices identified more as a gamer than those who played on mobiles or consoles only.

CONCLUSIONS

Our results suggest that games are a suitable approach for mental health interventions as they are played broadly by people across a range of indicators of mental health. We further unpack the platform preferences and genre preferences of players with varying levels of well-being.

摘要

背景

心理健康数字干预的设计者常常借鉴游戏中的互动方式,因为基于游戏的干预所产生的内在动机可能会提高参与度,并转化为更好的治疗效果。然而,关于游戏对心理健康的适用性(例如,桌面或移动干预哪种更合适?)和干预潜力(例如,抑郁症患者是否有足够的积极性去玩游戏?)仍存在一些悬而未决的问题。

目的

在本文中,我们旨在描述目前尚不明确的游戏活动与幸福感指标之间的关系,以便设计者在设计基于游戏的心理健康干预措施时能够做出明智的选择。

方法

我们通过一项基于网络的调查(N = 491)收集了经过验证的幸福感量表(贝克抑郁量表[BDI-II]、患者健康问卷[PHQ-9]、特质焦虑[TA]和基本心理需求满意度[BPNS])、游戏重要性(对游戏行为的控制:控制感;玩家身份认同:身份认同)以及游戏行为(游戏频率、平台偏好和类型偏好)。

结果

我们的大多数参与者每周玩几次游戏(45.3%,222/490)或每天玩(34.3%,168/490)。在抑郁方面,游戏频率与PHQ-9相关(P = 0.003);每天玩游戏的人的PHQ-9得分高于每周玩几次或更少的人。同样,对于BDI-II(P = 0.01),每天玩游戏的人的得分高于每周玩一次或更少的人。类型偏好与PHQ-9(P = 0.32)或BDI-II(P = 0.68)无关;然而,平台偏好(即移动、桌面或游戏机)与PHQ-9相关(P = 0.04);仅使用桌面平台的玩家的PHQ-9得分高于使用所有平台的玩家。平台偏好与BDI-II无关(P = 0.18)。在焦虑方面,TA与频率(P = 0.23)、平台偏好(P = 0.07)或类型偏好(P = 0.99)无关。在需求满意度方面,BPNS与频率(P = 0.25)或类型偏好(P = 0.53)无关,但与平台偏好相关(P = 0.01);仅使用桌面平台的玩家的需求满意度低于使用所有平台的玩家。正如预期的那样,游戏频率与身份认同(P < 0.001)和控制感(P < 0.001)相关;玩得多的人更认同自己是玩家,对游戏玩法的控制感更低。类型偏好与身份认同(P < 0.001)和控制感(P < 0.001)相关;玩最常见类型游戏的人对游戏的控制感更高,也最认同自己是玩家。平台偏好与控制感无关(P = 0.80),但与身份认同相关(P = 0.001);在所有设备上玩游戏的人比仅在移动设备或游戏机上玩游戏的人更认同自己是玩家。

结论

我们的结果表明,游戏是心理健康干预的一种合适方法,因为不同心理健康指标的人群广泛参与游戏。我们进一步剖析了不同幸福感水平玩家的平台偏好和类型偏好。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cdad/5418528/32f4708a3368/jmir_v19i4e128_fig1.jpg

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