Skip to main page content
U.S. flag

An official website of the United States government

Dot gov

The .gov means it’s official.
Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

Https

The site is secure.
The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

Access keys NCBI Homepage MyNCBI Homepage Main Content Main Navigation
. 2018 Jun 5:4:2055207618779718.
doi: 10.1177/2055207618779718. eCollection 2018 Jan-Dec.

Mental health service users' and professionals' relationship with games and gaming

Affiliations

Mental health service users' and professionals' relationship with games and gaming

Hanna Hopia et al. Digit Health. .

Abstract

Background: Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services.

Research objectives: The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals.

Methods: In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis.

Results: The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games.

Conclusion: When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.

Keywords: Gamification; game-based intervention; gaming; health professional; mental health services; service user.

PubMed Disclaimer

References

    1. Russoniello CV, Fish M, O'Brien K. The efficacy of casual video game play in reducing symptoms of depression: a randomized controlled study. Games Health J 2013; 2(6): 341–364. - PubMed
    1. Jones CM, Scholes L, Johnson D, et al. Gaming well: links between videogames and flourishing mental health. Front Psychol 2014; 5: 260. - PMC - PubMed
    1. Li J, Theng YL, Foo S. Game-based digital interventions for depression therapy: a systematic review and meta-analysis. Cyberpsychol Behav Soc Netw 2014; 17(8): 519–527. - PMC - PubMed
    1. Bunnell BE, Procci K, Beidel DC, et al. Gamification of therapy: treating selective mutism. In: Novak D, Bengisu T, Brendryen H. (eds). Holistic perspectives in gamification for clinical practice, Hershey, PA: Medical Information Science Reference, IGI Global, 2016, pp. 390–411.
    1. Hanusova J, Tomanova J, Stepankova T, et al. Online prevention and early intervention in the field of psychiatry using gamification in internet interventions. In: Novak D, Bengisu T, Brendryen H. (eds). Holistic perspectives in gamification for clinical practice, Hershey, PA: Medical Information Science Reference, IGI Global, 2016, pp. 358–389.

LinkOut - more resources