2019
DOI: 10.2196/12430
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Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study

Abstract: BackgroundRecent research has highlighted naturalistic uptake as a key barrier to maximizing the impact of mental health technologies. Although there is increasing evidence regarding the efficacy of digital interventions for mental health, as demonstrated through randomized controlled trials, there is also evidence that technologies do not succeed as expected when deployed in real-world settings.ObjectiveThis paper describes the naturalistic deployment of Pesky gNATs, a computer game designed to support cognit… Show more

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Cited by 28 publications
(24 citation statements)
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“…Research into blended therapy and the evaluations of existing systems that include therapist involvement show that this may indeed be the case [ 22 - 25 ]. This finding is also consistent with other recent research on digital mental health outside of the CBT space, which again found that therapist-led [ 48 ] and patient-led tailoring [ 49 ] can help to increase patient engagement. Therefore, this leads to the following design considerations:…”
Section: Discussionsupporting
confidence: 91%
“…Research into blended therapy and the evaluations of existing systems that include therapist involvement show that this may indeed be the case [ 22 - 25 ]. This finding is also consistent with other recent research on digital mental health outside of the CBT space, which again found that therapist-led [ 48 ] and patient-led tailoring [ 49 ] can help to increase patient engagement. Therefore, this leads to the following design considerations:…”
Section: Discussionsupporting
confidence: 91%
“…To address the above challenges, a variety of both interdisciplinary and adaptive methods have been proposed to ensure interventions are implementable ( Mohr et al, 2017 ). This includes understanding the journey of clinical stakeholders ( Mohr et al, 2015 ); and a recognition of the role of the deployment environment of interventions ( Ben-Zeev et al, 2015 ; van der Meulen et al, 2019 ). Additionally, alongside quantitative outcomes, the use of qualitative research is recognized as an integral part of understanding how an intervention works and why ( Noyes et al, 2018 ).…”
Section: Introductionmentioning
confidence: 99%
“…16 There is a rich legacy of web-based programs for youth mental health 17 and a stream of new tools using today’s social networking features. 18 Computer and video games are also receiving recognition as tools to improve mental health 19 and hold unique potential given their high rates of engagement. One game is even likely to receive FDA approval for ADHD, 20 suggesting therapeutic video games for youth mental health are likely to rapidly expand.…”
mentioning
confidence: 99%