Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Rebeca Gliosci, Tiago Barros Pontes E Silva
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引用次数: 0

Abstract

Introduction: Particularly in the last 2 years, due to the new coronavirus pandemic, people with depression have increasingly sought human connection and relief from depressive symptoms through playing in the world of videogames, and a small yet growing portion of researchers have been investigating the therapeutic potential of that kind of interaction. Objective: The objective of this review was to provide an exploration of the current panorama of scientific research with videogames used as therapeutic intervention tools for depression. Method: A systematic review was performed for that purpose, with a semantic field of 12 keywords around the terms "depression," "mental health," and "video games" narrowed down into a concise syntax-(games OR serious games) AND (depression) AND (treatment)-applied to relevant databases for health research; followed by the execution of a search and screening protocol based on one guiding question; and analysis of results based on four elaborative questions. Results: Twenty-six studies met the inclusion criteria and provided a set of both quantitative and qualitative data about demographics, kinds of therapeutic interventions, types of videogames used in the interventions, places, and forms of interaction. Conclusion: Important gaps were found in the review, such as a lack of research aimed at the age group most affected by the disorder, who is also the largest consumer of games; and fresh opportunities to expand the understanding of the subject as well as guide developments of game-based therapeutic interventions.

电子游戏在抑郁症治疗中的治疗干预:系统回顾。
引言:特别是在过去的两年里,由于新的冠状病毒大流行,抑郁症患者越来越多地通过玩电子游戏来寻求人际联系和缓解抑郁症状,一小部分但越来越多的研究人员一直在研究这种互动的治疗潜力。目的:本综述的目的是探索当前电子游戏作为抑郁症治疗干预工具的科学研究全景。方法:为此目的进行了系统回顾,将围绕“抑郁”、“心理健康”和“电子游戏”的12个关键词的语义字段缩小为简洁的语法(游戏或严肃游戏)、(抑郁)和(治疗),应用于健康研究的相关数据库;其次,执行基于一个指导问题的搜索和筛选方案;并基于四个精细化问题对结果进行分析。结果:26项研究符合纳入标准,并提供了一组关于人口统计学、治疗干预类型、干预中使用的电子游戏类型、地点和互动形式的定量和定性数据。结论:我们在审查中发现了一些重要的漏洞,例如缺乏针对受这种障碍影响最大的年龄组(同时也是最大的游戏消费者)的研究;和新的机会来扩大对这个主题的理解,以及指导基于游戏的治疗干预的发展。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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