V M Anantha Eashwar, Pricilla Shirley Esther, P M Aishwarya, Prasanth Krishna
Community Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
Cureus. 2024 Nov 27;16(11):e74637. doi: 10.7759/cureus.74637. eCollection 2024 Nov.
The development of serious video games using gamification techniques and applying them to the management of mental health problems has emerged as one of the significant innovations in technology and mental health. However, various issues exist from the design stage of video games to the implementation stage, which can lead to problems with usability and accessibility and have non-beneficial effects on the individual. This review article provides an overview of various gamification technologies currently used in video games and virtual reality-based video games. It discusses their strengths and limitations in managing common mental health problems like depression, anxiety, and stress, as well as their application in non-communicable diseases such as cancer, diabetes, and obesity, along with improving psychosocial well-being. This article highlights the technology currently available and the need to address the lacunae in effectively utilizing technological advancement in the development of serious video games using gamification strategies to manage mental health problems.
利用游戏化技术开发严肃电子游戏并将其应用于心理健康问题管理,已成为技术与心理健康领域的重大创新之一。然而,从电子游戏的设计阶段到实施阶段都存在各种问题,这些问题可能导致可用性和可及性方面的问题,并对个人产生不利影响。这篇综述文章概述了目前在电子游戏和基于虚拟现实的电子游戏中使用的各种游戏化技术。它讨论了这些技术在管理抑郁症、焦虑症和压力等常见心理健康问题方面的优势和局限性,以及它们在癌症、糖尿病和肥胖症等非传染性疾病中的应用,同时还涉及改善心理社会幸福感。本文强调了当前可用的技术,以及在利用游戏化策略开发严肃电子游戏以管理心理健康问题的过程中,解决有效利用技术进步方面的空白的必要性。