• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

探索游戏化作为马来西亚成年抑郁症患者治疗方式的实施情况。

Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia.

作者信息

Zakaria Muhammad Akmal Bin, Hui Koh Ong, Subramaniam Hema, Mat Rosly Maziah Binti, Gill Jesjeet Singh, En Lim Yee, Sheng Yong Zhi, Wong Joon Ip Julian, Shanmugam Hemavathi, Soon Ken Chow, Francis Benedict

机构信息

Department of Psychological Medicine, Faculty of Medicine, Universiti Malaya, Kuala Lumpur 50603, Malaysia.

Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, Kuala Lumpur 50603, Malaysia.

出版信息

Medicina (Kaunas). 2025 Aug 1;61(8):1404. doi: 10.3390/medicina61081404.

DOI:10.3390/medicina61081404
PMID:40870449
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12388161/
Abstract

: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement and augment traditional treatments. Our research is the first study designed to explore the implementation of gamification within the Malaysian context. The objective was to explore the feasibility of implementation of gamification as an adjunctive treatment for adults with depression. : Focus group discussions were held with five mental health professionals and ten patients diagnosed with moderate depression. The qualitative component assessed perceptions of gamified interventions, while quantitative measures evaluated participants' depressive and anxiety symptomatology. : Three key themes were identified: (1) understanding of gamification as a treatment option, (2) factors influencing its acceptance, and (3) characteristics of a practical and feasible intervention. Clinicians saw potential in gamification to boost motivation, support psychoeducation, and encourage self-paced learning, but they expressed concerns about possible addiction, stigma, and the complexity of gameplay for some patients. Patients spoke of gaming as a source of comfort, escapism, and social connection. Acceptance was shaped by engaging storylines, intuitive design, balanced difficulty, therapist guidance, and clear safety measures. Both groups agreed that gamification should be used in conjunction with standard treatments, be culturally sensitive, and be presented as a meaningful therapeutic approach rather than merely as entertainment. : Gamification emerges as an acceptable and feasible supplementary approach for managing depression in Malaysia. Its success depends on culturally sensitive design, robust clinical oversight, and seamless integration with existing care pathways. Future studies should investigate long-term outcomes and establish guidelines for the safe and effective implementation of this approach. We recommend targeted investment into culturally adapted gamified tools, including training, policy development, and collaboration with key stakeholders to realistically implement gamification as a mental health intervention in Malaysia.

摘要

抑郁症是全球导致残疾的主要原因,其治疗面临诸多挑战,包括治疗途径有限、存在污名化以及患者依从性差等问题。游戏化即将积分、等级和故事叙述等游戏元素应用于非游戏情境,为提高参与度和强化传统治疗提供了一种颇具前景的策略。我们的研究是首次旨在探索在马来西亚背景下实施游戏化的研究。其目的是探究将游戏化作为成年抑郁症患者辅助治疗方法的可行性。:与五位心理健康专业人员和十位被诊断为中度抑郁症的患者进行了焦点小组讨论。定性部分评估了对游戏化干预措施的看法,而定量测量则评估了参与者的抑郁和焦虑症状。:确定了三个关键主题:(1)对游戏化作为一种治疗选择的理解;(2)影响其被接受程度的因素;(3)切实可行的干预措施的特点。临床医生认为游戏化有潜力增强动力、支持心理教育并鼓励自主学习,但他们对可能出现的成瘾、污名化以及某些患者玩游戏的复杂性表示担忧。患者将游戏视为一种安慰、逃避现实和社交联系的来源。游戏化被接受的程度受到引人入胜的故事情节、直观的设计、难度平衡、治疗师指导以及明确的安全措施的影响。两组都一致认为,游戏化应与标准治疗相结合使用,要具有文化敏感性,并应作为一种有意义的治疗方法呈现,而不仅仅是娱乐。:在马来西亚,游戏化成为一种可接受且可行的辅助治疗抑郁症的方法。其成功取决于具有文化敏感性的设计、有力的临床监督以及与现有护理途径的无缝整合。未来的研究应调查长期效果,并为安全有效地实施这种方法制定指导方针。我们建议有针对性地投资开发适合当地文化的游戏化工具,包括培训、政策制定以及与关键利益相关者合作,以便在马来西亚切实将游戏化作为一种心理健康干预措施加以实施。

相似文献

1
Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia.探索游戏化作为马来西亚成年抑郁症患者治疗方式的实施情况。
Medicina (Kaunas). 2025 Aug 1;61(8):1404. doi: 10.3390/medicina61081404.
2
Prescription of Controlled Substances: Benefits and Risks管制药品的处方:益处与风险
3
Home treatment for mental health problems: a systematic review.心理健康问题的居家治疗:一项系统综述
Health Technol Assess. 2001;5(15):1-139. doi: 10.3310/hta5150.
4
Exercise interventions and patient beliefs for people with hip, knee or hip and knee osteoarthritis: a mixed methods review.髋、膝或髋膝骨关节炎患者的运动干预和患者信念:一项混合方法综述
Cochrane Database Syst Rev. 2018 Apr 17;4(4):CD010842. doi: 10.1002/14651858.CD010842.pub2.
5
A digital intervention to improve mental health and interpersonal resilience for young people who have experienced online sexual abuse: the i-Minds non-randomised feasibility clinical trial and nested qualitative study.一项针对遭受网络性虐待的年轻人改善心理健康和人际恢复力的数字干预措施:i-Minds非随机可行性临床试验及嵌套定性研究
Health Soc Care Deliv Res. 2025 Jul;13(28):1-27. doi: 10.3310/THAL8732.
6
Technology-enabled CONTACT tracing in care homes in the COVID-19 pandemic: the CONTACT non-randomised mixed-methods feasibility study.新冠疫情期间养老院中基于技术的接触者追踪:CONTACT非随机混合方法可行性研究
Health Technol Assess. 2025 May;29(24):1-24. doi: 10.3310/UHDN6497.
7
How to Implement Digital Clinical Consultations in UK Maternity Care: the ARM@DA Realist Review.如何在英国产科护理中实施数字临床会诊:ARM@DA实证主义综述
Health Soc Care Deliv Res. 2025 May 21:1-77. doi: 10.3310/WQFV7425.
8
Health professionals' experience of teamwork education in acute hospital settings: a systematic review of qualitative literature.医疗专业人员在急症医院环境中团队合作教育的经验:对定性文献的系统综述
JBI Database System Rev Implement Rep. 2016 Apr;14(4):96-137. doi: 10.11124/JBISRIR-2016-1843.
9
Factors that influence participation in physical activity for people with bipolar disorder: a synthesis of qualitative evidence.影响双相障碍患者参与体育活动的因素:定性证据的综合分析。
Cochrane Database Syst Rev. 2024 Jun 4;6(6):CD013557. doi: 10.1002/14651858.CD013557.pub2.
10
Investigation and analysis of mental health status of the older adult in western rural areas.西部农村地区老年人心理健康状况的调查与分析
Front Public Health. 2025 Jul 16;13:1612600. doi: 10.3389/fpubh.2025.1612600. eCollection 2025.

本文引用的文献

1
Digital interventions in mental health: An overview and future perspectives.心理健康领域的数字干预:概述与未来展望。
Internet Interv. 2025 Apr 2;40:100824. doi: 10.1016/j.invent.2025.100824. eCollection 2025 Jun.
2
The effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction.基于游戏化的培训对预防男性青少年物质和网络成瘾的知识、态度和学业成绩的影响。
BMC Med Educ. 2023 Nov 13;23(1):860. doi: 10.1186/s12909-023-04858-1.
3
Resolving Key Barriers to Advancing Mental Health Equity in Rural Communities Using Digital Mental Health Interventions.利用数字心理健康干预措施解决农村社区促进心理健康公平的关键障碍。
JAMA Health Forum. 2021 Jun 4;2(6):e211149. doi: 10.1001/jamahealthforum.2021.1149.
4
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review.新冠疫情早期玩视频游戏对压力、焦虑、抑郁、孤独和游戏障碍的影响:PRISMA 系统评价。
Cyberpsychol Behav Soc Netw. 2022 Jun;25(6):334-354. doi: 10.1089/cyber.2021.0252. Epub 2022 May 27.
5
The global gap in treatment coverage for major depressive disorder in 84 countries from 2000-2019: A systematic review and Bayesian meta-regression analysis.2000年至2019年84个国家重度抑郁症治疗覆盖率的全球差距:系统评价和贝叶斯元回归分析
PLoS Med. 2022 Feb 15;19(2):e1003901. doi: 10.1371/journal.pmed.1003901. eCollection 2022 Feb.
6
Clinical research challenges posed by difficult-to-treat depression.治疗困难的抑郁症带来的临床研究挑战。
Psychol Med. 2022 Feb;52(3):419-432. doi: 10.1017/S0033291721004943. Epub 2022 Jan 7.
7
Acceptance towards digital health interventions - Model validation and further development of the Unified Theory of Acceptance and Use of Technology.对数字健康干预措施的接受度——技术接受与使用统一理论的模型验证及进一步发展
Internet Interv. 2021 Sep 20;26:100459. doi: 10.1016/j.invent.2021.100459. eCollection 2021 Dec.
8
Cultural adaptation of internet- and mobile-based interventions for mental disorders: a systematic review.针对精神障碍的基于互联网和移动设备干预措施的文化适应性:一项系统综述。
NPJ Digit Med. 2021 Aug 25;4(1):128. doi: 10.1038/s41746-021-00498-1.
9
Barriers to and Facilitators of User Engagement With Digital Mental Health Interventions: Systematic Review.数字心理健康干预措施中用户参与的障碍和促进因素:系统评价。
J Med Internet Res. 2021 Mar 24;23(3):e24387. doi: 10.2196/24387.
10
Global trends in the prevalence and incidence of depression:a systematic review and meta-analysis.全球抑郁症患病率和发病率的趋势:系统回顾和荟萃分析。
J Affect Disord. 2021 Feb 15;281:235-243. doi: 10.1016/j.jad.2020.12.035. Epub 2020 Dec 9.