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基于智能手机的心理健康严肃游戏:一项范围综述。

Smartphone-based serious games for mental health: a scoping review.

作者信息

Gómez-Cambronero Águeda, Mann Anna-Lisa, Mira Adriana, Doherty Gavin, Casteleyn Sven

机构信息

GEOTEC Research Group, Institute of New Imaging Technologies, Universidad Jaime I, Castellon, Spain.

School of Computer Science and Statistics, Trinity College Dublin, Dublin 2, Dublin, Ireland.

出版信息

Multimed Tools Appl. 2024;83(36):84047-84094. doi: 10.1007/s11042-024-18971-w. Epub 2024 Apr 6.

Abstract

UNLABELLED

The use of smartphone-based Serious Games in mental health care is an emerging and promising research field. Combining the intrinsic characteristics of games (e.g., interactiveness, immersiveness, playfulness, user-tailoring and engaging nature) with the capabilities of smartphones (e.g., versatility, ubiquitous connectivity, built-in sensors and anywhere-anytime nature) yields great potential to deliver innovative psychological treatments, which are engaging, effective, fun and always available. This article presents a scoping review, based on the PRISMA (scoping review extension) guidelines, of the field of smartphone-based serious games for mental health care. The review combines an analysis of the technical characteristics, including game design, smartphone and game-specific features, with psychological dimensions, including type and purpose of use, underlying psychological frameworks and strategies. It also explores the integration of psychological features into Serious Games and summarizes the findings of evaluations performed. A systematic search identified 40 smartphone-based Serious Games for mental health care. The majority consist of standalone and self-administrable interventions, applying a myriad of psychological strategies to address a wide range of psychological symptoms and disorders. The findings explore the potential of Serious Games as treatments and for enhancing patient engagement; we conclude by proposing several avenues for future research in order to identify best practices and success factors.

SUPPLEMENTARY INFORMATION

The online version contains supplementary material available at 10.1007/s11042-024-18971-w.

摘要

未标注

在精神卫生保健中使用基于智能手机的严肃游戏是一个新兴且有前景的研究领域。将游戏的内在特性(如交互性、沉浸感、趣味性、用户定制性和吸引力)与智能手机的功能(如多功能性、无处不在的连接性、内置传感器以及随时随地可用的特性)相结合,具有提供创新心理治疗的巨大潜力,这些治疗具有吸引力、有效性、趣味性且随时可用。本文基于PRISMA(范围综述扩展)指南,对用于精神卫生保健的基于智能手机的严肃游戏领域进行了范围综述。该综述将对技术特征的分析(包括游戏设计、智能手机和特定游戏的特征)与心理维度(包括使用类型和目的、潜在心理框架和策略)相结合。它还探讨了将心理特征融入严肃游戏,并总结了所进行评估的结果。系统检索确定了40款用于精神卫生保健的基于智能手机的严肃游戏。大多数游戏由独立且可自我管理的干预措施组成,应用了多种心理策略来解决广泛的心理症状和障碍。研究结果探索了严肃游戏作为治疗方法以及增强患者参与度的潜力;我们通过提出几个未来研究途径来得出结论,以便确定最佳实践和成功因素。

补充信息

在线版本包含可在10.1007/s11042-024-18971-w获取的补充材料。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4f88/11564251/1c9cfb95abd4/11042_2024_18971_Fig1_HTML.jpg

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