Wanda Spahl, Valeria Motta, Kate Woodcock, Giovanni Rubeis
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引用次数: 0
Abstract
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COVID-19 pandemic. Digital tools such as apps and chatbots show promise in providing accessible, cost-effective, and less stigmatized ways of strengthening their mental health. However, while these interventions offer benefits, they extend mental health measures beyond traditional therapeutic settings and relationships, which raises ethical concerns due to the absence of established guidelines and regulations. This is particularly notable for technologies incorporating serious gaming elements. In addition, adolescents are in a sensitive and at times vulnerable phase, which shows great potential for the effective use of preventive and sensitizing mental health measures. Considering the lack of an integration into existing mental health structures among many young users, ethical considerations become crucial.
Objective: This scoping review aims to build a knowledge base on the ethical aspects of developing and implementing gamified digital mental health interventions for young people.
Methods: We conducted a search on research articles and conference papers from 2015 to 2023 in English, German, and Spanish. We identified 1815 studies using a unique combination of keywords in the databases Scopus, Web of Science, MEDLINE, and PsycINFO. After removing duplicates (741/1816, 40.8%), we included a total of 38 publications in this review following a double screening process.
Results: This review found that ethically relevant aspects were discussed with regard to (1) research ethics, (2) ethical principles (including privacy, accessibility, empowerment and autonomy, cultural and social sensitivity, and co-design), (3) vulnerable groups, and (4) social implications (including implementation using facilitators in specific social contexts, relationship with other therapeutic options, economic aspects, and social embeddedness of technologies).
Conclusions: This scoping review identified a prevailing limited interpretation of "ethics" as research ethics across the included publications. It also shows a lack of discussion on the social embeddedness of technologies and that co-design is frequently viewed in instrumental terms and vulnerability is mostly addressed pragmatically. Through providing concrete examples of how mental health researchers and game designers thus far have addressed and mitigated ethical challenges in specific interventions, this review illustrates how ethical issues do or do not prompt diverse reflections, mitigation strategies, and actions. It advocates for ethics to be integrated as an ongoing practice throughout all stages of developing and implementing serious game elements in mental health interventions for young people.
背景:年轻人特别容易出现精神健康问题,2019冠状病毒病大流行加剧了这一挑战。应用程序和聊天机器人等数字工具有望提供方便、成本效益高、不那么受歧视的方式来加强他们的心理健康。然而,尽管这些干预措施带来好处,但它们将精神卫生措施扩展到传统治疗环境和关系之外,由于缺乏既定的指导方针和法规,这引起了伦理问题。这对于包含严肃游戏元素的技术来说尤其明显。此外,青少年处于敏感和有时易受伤害的阶段,这表明有效利用预防和敏感的心理健康措施具有巨大潜力。考虑到许多年轻使用者没有融入现有的精神卫生结构,道德方面的考虑变得至关重要。目的:本综述旨在建立一个关于开发和实施游戏化数字青少年心理健康干预措施的伦理方面的知识库。方法:检索2015年至2023年的英语、德语和西班牙语的研究论文和会议论文。我们使用Scopus、Web of Science、MEDLINE和PsycINFO数据库中一个独特的关键词组合确定了1815项研究。在剔除重复文献(741/1816,40.8%)后,我们在双重筛选过程中共纳入了38篇文献。结果:本综述发现,伦理相关方面讨论了(1)研究伦理,(2)伦理原则(包括隐私、可及性、授权和自主性、文化和社会敏感性以及共同设计),(3)弱势群体,以及(4)社会影响(包括在特定社会背景下使用促进器的实施,与其他治疗方案的关系,经济方面和技术的社会嵌入性)。结论:该范围综述确定了在所纳入的出版物中对“伦理”的普遍有限解释。它还表明缺乏对技术的社会嵌入性的讨论,共同设计经常被视为工具术语,而脆弱性主要是务实地解决。通过提供心理健康研究人员和游戏设计师迄今为止如何在特定干预措施中解决和减轻伦理挑战的具体例子,本综述说明了伦理问题如何引起或不引起不同的反思、缓解策略和行动。它倡导将道德作为一种持续的实践,贯穿于制定和实施青少年心理健康干预措施中严肃游戏元素的所有阶段。
期刊介绍:
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.