Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong, China.
Department of Clinical Psychology, University of Oslo, Oslo, Norway.
Curr Psychiatry Rep. 2023 Nov;25(11):577-586. doi: 10.1007/s11920-023-01453-5. Epub 2023 Oct 6.
Gamification has emerged as a novel technique for improving mental health and enhancing treatment effectiveness. 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.
Recent research has documented the potential of gamified mental health interventions for bolstering mental wellness and mitigating psychological symptoms. However, their effectiveness may vary depending on study design-related factors and gender-specific considerations. Literature reviews have also identified yet-to-be resolved issues surrounding the possible strengths and weaknesses of the personalization versus standardization of gamification, as well as the potential benefits of gamification for increasing engagement versus the potential risks of over-engagement and behavioral addiction to gamified components. This review highlights the need for careful planning and execution of gamified mental health interventions to optimize their effectiveness and suitability for meeting clients' individual needs and preferences.
游戏化已成为一种新颖的技术,可用于改善心理健康和提高治疗效果。本文概述了游戏化的心理健康干预方法,确定了可能与治疗效果差异相关的因素,并讨论了为客户需求定制游戏化干预措施的可能策略。
最近的研究记录了游戏化心理健康干预措施在增强心理健康和减轻心理症状方面的潜力。然而,它们的效果可能因研究设计相关因素和性别特定因素而异。文献综述还确定了围绕游戏化的个性化与标准化的可能优势和劣势,以及游戏化在提高参与度方面的潜在益处与对游戏化组件过度参与和行为成瘾的潜在风险等尚未解决的问题。本综述强调需要精心规划和执行游戏化心理健康干预措施,以优化其效果,并使其适合满足客户的个人需求和偏好。