了解用户游戏偏好与抑郁症状之间的关系:一项试点研究。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2024-08-01 Epub Date: 2024-07-10 DOI:10.1089/g4h.2023.0174
Nilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, Wenge Xu, Hai-Ning Liang
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引用次数: 0

摘要

目的:在采取初步措施应对 COVID-19 大流行病的影响之后,精神健康状况已成为一个重要问题。心理健康不仅是医疗保健提供者的首要任务,也是教育机构、公司和政府机构等许多其他组织的首要任务。澳大利亚有相当大比例的人口都曾有过精神障碍,这凸显了采取有效干预措施的必要性。那些原本就有心理健康问题的人受到的影响尤为明显。在这些挑战中,技术的进步为心理健康支持提供了新的可能性。视频游戏在减轻抑郁症状方面显示出了有效性。先前的研究表明,游戏界面的偏好与玩家的情绪反应相关。本研究旨在利用我们设计、开发和评估的游戏 "MoodJumper "来研究抑郁症患者对游戏的偏好选择。材料与方法在获得人类伦理委员会的批准后,我们开展了一项试点研究(n = 20)。参与者被要求填写一份患者健康问卷-9(PHQ-9)。然后,他们玩了 20-30 分钟的 MoodJumper 游戏。游戏结束后,他们被要求填写一份关于游戏体验的问卷。结果显示结果表明,音乐偏好、运动方向和抑郁症状之间存在非显著相关性,这意味着抑郁症状与所选设置之间没有显著关系。然而,有关游戏偏好的决策能力与患者健康问卷-9 评分之间存在明显的负相关,这表明在出现抑郁症状时,很难选择偏好的设置。结论这项研究为设计和评估对有心理健康问题的人更有影响力的游戏体验铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study.

Objective: Following the initial measures taken to manage the repercussions of the COVID-19 pandemic, mental health conditions have become a critical concern. Mental health has become a foremost priority not only for health care providers but also for many other organizations, such as educational institutions, companies, and government agencies. A significant proportion of the Australian population having experienced mental disorders highlights the need for effective interventions. Those with pre-existing mental health issues experienced particularly pronounced effects. Among these challenges, advancements in technology offer new possibilities for mental health support. Videogames have shown effectiveness in mitigating symptoms of depression. Previous research has shown that game interface preferences correlate with players' emotional responses. This study aims to use MoodJumper, a game we designed, developed, and evaluated to examine the choice of game preferences in individuals with depressive symptoms. Materials and Methods: A pilot study was carried out after obtaining the Human Ethics committee's approval (n = 20). The participants were asked to fill out a Patient Health Questionnaire-9 (PHQ-9) questionnaire. They then played with the MoodJumper game for 20-30 minutes. Upon completing the game session, they were asked to fill out a questionnaire regarding their experience. Results: The results indicate a nonsignificant correlation between music preference, the direction of movement, and depressive symptoms meaning no significant relationship was found between depressive symptoms and chosen settings. However, a significant negative correlation was found between decision-making ability regarding game preferences and Patient Health Questionnaire-9 scores showing the difficulty of choosing preferred settings when having depressive symptoms. Conclusion: This contribution paves the way for designing and evaluating more impactful game experiences for individuals with mental health challenges.

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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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