Interactive games to promote behavior change in prevention and treatment.

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JAMA The Journal of the American Medical Association (Impact Factor: 29.98). 03/2011; 305(16):1704-5. DOI: 10.1001/jama.2011.408
Source: PubMed
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    ABSTRACT: Background Computerised cognitive behavioural therapy (cCBT) has the potential to increase access to therapy for underserved groups. We aimed to explore the views of adolescents attending alternative education (AE) programmes who participated in a trial of immediate compared with delayed cCBT (SPARX).Methods Semi-structured interviews and brief satisfaction questionnaires were completed post-cCBT (n = 39, 24 male, 15 Māori, 12 Pacific Island, 30 with Children's Depression Rating Scale scores indicating symptoms of depression, all 13–16 years old). Interview findings were analysed using a general inductive analysis.ResultsThose with and those without symptoms had similar views. Most reported they completed all seven levels of cCBT and experienced it as helpful and fun. Most considered that cCBT had benefited them, primarily in terms of increased calmness or reduced anger and fighting. Participants described cCBT as different from counselling, with cCBT seen as freeing and empowering although potentially less responsive to personal needs. Most considered that cCBT might increase help-seeking and thought it should be offered to all their peers as targeting individuals would not succeed and all would benefit.Conclusions Educationally alienated adolescents considered cCBT beneficial and thought it should be offered universally in AE and similar programmes. SPARX youtube video:
    Clinical Psychologist 02/2015; · 0.43 Impact Factor
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    ABSTRACT: The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical serious games. The framework provides 62 items in 5 main themes, aimed at assessing a serious game's rationale, functionality, validity, and data safety. This will allow caregivers and educators to make balanced choices when applying a serious game for healthcare purposes. Furthermore, the framework provides game manufacturers with standards for the development of new, valid serious games. (JMIR Serious Games 2014;2(2):e11) doi:10.2196/games.3825
    JMIR Serious Games. 11/2014; 2(2):2014.
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    ABSTRACT: Serious games (computerised interventions which utilise gaming for serious purposes) have been shown to support improved outcomes in several health conditions. We aimed to review evidence regarding serious games for depression. We undertook electronic searches of PsycInfo, EMBASE and Medline, using terms relevant to computer games and depression. We included fulltext articles published in English in peer-reviewed literature since 2000, where the intervention was designed to treat or prevent depression and which included pre-and post-intervention measurement of depression. Nine studies relating to a total of six interventions met inclusion criteria. Most studies were small and were carried out by the developers of the programs. All were tested with young people (ages between 9 and 25 years). Most reported promising results with some positive impact on depression although one universal program had mixed results. Serious gaming interventions show promise for depression, however evidence is currently very limited.
    Revista de Psicopatología y Psicología Clínica 01/2014; 19(3). · 0.23 Impact Factor


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