游戏设计、有效性和严肃游戏的实施促进儿童和青少年心理健康素养:系统回顾。

IF 4.8 2区 医学 Q1 PSYCHIATRY
Jmir Mental Health Pub Date : 2025-05-05 DOI:10.2196/67418
Michael Zeiler, Sandra Vögl, Ursula Prinz, Nino Werner, Gudrun Wagner, Andreas Karwautz, Natalie Zeller, Lorenz Ackermann, Karin Waldherr
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引用次数: 0

摘要

背景:传统的促进健康和预防干预措施在心理健康和心理健康素养方面的效果往往因依从性和用户参与度低而减弱。游戏化的方法,如严肃游戏(SGs)可能有助于接触和吸引青少年进行心理健康预防和促进。目的:本研究旨在系统回顾旨在促进10 - 14岁青少年心理健康素养方面的相关文献,重点关注游戏设计特征、用户参与度评估、功效、有效性和实施相关因素。方法:我们检索了PubMed、Scopus和PsycINFO的原始研究、干预发展研究和研究方案,这些研究描述了促进10至14岁青少年心理健康素养方面的SG干预的发展、特征和评估。我们包括为普遍预防和选择性预防开发的SGs。使用co.LAB框架,它考虑了学习设计,游戏机制和游戏设计的各个方面,我们编码了研究中描述的SGs的设计元素。我们对评估研究的特征进行编码;效能、有效性和用户参与度指标;以及可能促进或阻碍SGs的范围、效力和有效性、组织采用、实施和维护的因素。结果:通过数据库检索和其他来源检索到1454条记录。其中,36项(2.48%)研究描述了17种不同的SGs,纳入了本综述。大多数青少年心理辅导(14/17,82%)针对的是普遍的青少年人群,学习目标主要集中在如何获得和保持良好的心理健康以及提高求助效果。所有的SGs都是单人游戏,其中许多(7/17,41%)嵌入了更广泛的教学场景。游戏采用了多种游戏机制和游戏元素(如迷你游戏和小测验)来提高用户粘性。大多数《三国谍战》(12/17,71%)的故事主线类似于现实场景、虚构场景,或者两者兼而有之。评价研究为SGs在提高心理健康素养方面的短期疗效和有效性及其可行性提供了证据。然而,证据主要是基于小样本,用户的依从性有时很低。结论:本综述的结果可为青少年SGs的未来发展和实施提供参考。干预协同设计、促进者(如教师)的参与、使用不同的游戏机制和定制来满足不同用户的需求,这些都是可能促进干预成功的元素。虽然有令人鼓舞的证据表明SGs在促进青少年心理健康素养方面的功效和效果,但仍需要进行更严格的计划研究,包括随机对照试验和现实世界评估,其中包括后续措施和对游戏中表现的评估以及自我报告。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.

Background: The effects of traditional health-promoting and preventive interventions in mental health and mental health literacy are often attenuated by low adherence and user engagement. Gamified approaches such as serious games (SGs) may be useful to reach and engage youth for mental health prevention and promotion.

Objective: This study aims to systematically review the literature on SGs designed to promote aspects of mental health literacy among adolescents aged 10 to 14 years, focusing on game design characteristics and the evaluation of user engagement, as well as efficacy, effectiveness, and implementation-related factors.

Methods: We searched PubMed, Scopus, and PsycINFO for original studies, intervention development studies, and study protocols that described the development, characteristics, and evaluation of SG interventions promoting aspects of mental health literacy among adolescents aged 10 to 14 years. We included SGs developed for both universal and selected prevention. Using the co.LAB framework, which considers aspects of learning design, game mechanics, and game design, we coded the design elements of the SGs described in the studies. We coded the characteristics of the evaluation studies; indicators of efficacy, effectiveness, and user engagement; and factors potentially fostering or hindering the reach, efficacy and effectiveness, organizational adoption, implementation, and maintenance of the SGs.

Results: We retrieved 1454 records through database searches and other sources. Of these, 36 (2.48%) studies describing 17 distinct SGs were included in the review. Most of the SGs (14/17, 82%) were targeted to a universal population of youth, with learning objectives mainly focusing on how to obtain and maintain good mental health and on enhancing help-seeking efficacy. All SGs were single-player games, and many (7/17, 41%) were embedded within a wider pedagogical scenario. Diverse game mechanics and game elements (eg, minigames and quizzes) were used to foster user engagement. Most of the SGs (12/17, 71%) featured an overarching storyline resembling real-world scenarios, fictional scenarios, or a combination of both. The evaluation studies provided evidence for the short-term efficacy and effectiveness of SGs in improving aspects of mental health literacy as well as their feasibility. However, the evidence was mostly based on small samples, and user adherence was sometimes low.

Conclusions: The results of this review may inform the future development and implementation of SGs for adolescents. Intervention co-design, the involvement of facilitators (eg, teachers), and the use of diverse game mechanics and customization to meet the needs of diverse users are examples of elements that may promote intervention success. Although there is promising evidence for the efficacy and effectiveness of SGs for promoting mental health literacy in youth, there is a need for more rigorously planned studies, including randomized controlled trials and real-world evaluations, that involve follow-up measures and the assessment of in-game performance alongside self-reports.

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来源期刊
Jmir Mental Health
Jmir Mental Health Medicine-Psychiatry and Mental Health
CiteScore
10.80
自引率
3.80%
发文量
104
审稿时长
16 weeks
期刊介绍: JMIR Mental Health (JMH, ISSN 2368-7959) is a PubMed-indexed, peer-reviewed sister journal of JMIR, the leading eHealth journal (Impact Factor 2016: 5.175). JMIR Mental Health focusses on digital health and Internet interventions, technologies and electronic innovations (software and hardware) for mental health, addictions, online counselling and behaviour change. This includes formative evaluation and system descriptions, theoretical papers, review papers, viewpoint/vision papers, and rigorous evaluations.
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