Computers and Games for Mental Health and Well-Being

Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change,...

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Hoofdauteurs: Anna Sort, François Borgeat, Stéphane Bouchard, Yasser Khazaal, Jérôme Favrod
Formaat: Online
Taal:Engels
Gepubliceerd in: Frontiers Media SA 2021
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Online toegang:31907
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author Anna Sort
François Borgeat
Stéphane Bouchard
Yasser Khazaal
Jérôme Favrod
author_browse Anna Sort
François Borgeat
Jérôme Favrod
Stéphane Bouchard
Yasser Khazaal
author_facet Anna Sort
François Borgeat
Stéphane Bouchard
Yasser Khazaal
Jérôme Favrod
author_sort Anna Sort
collection Directory of Open Access Books
description Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
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spelling doab-20.500.12854ir-437262024-03-31T13:09:55Z Computers and Games for Mental Health and Well-Being Anna Sort François Borgeat Stéphane Bouchard Yasser Khazaal Jérôme Favrod R5-920 RA1-1270 RC435-571 e-health m-health virtual reality Internet treatment mental health smartphone apps cognitive behavior therapy augmented reality serious games schizophrenia thema EDItEUR::M Medicine and Nursing Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field? 2021-02-11T10:19:48Z 2021-02-11T10:19:48Z 2019-01-23 14:53:42 2018 book 31907 16648714 9782889454969 https://directory.doabooks.org/handle/20.500.12854/43726 eng Frontiers Research Topics image/jpeg Attribution 4.0 International https://www.frontiersin.org/research-topics/3792/computers-and-games-for-mental-health-and-well-being Frontiers Media SA 10.3389/978-2-88945-496-9 10.3389/978-2-88945-496-9 bf5ce210-e72e-4860-ba9b-c305640ff3ae 9782889454969 311 open access
spellingShingle R5-920
RA1-1270
RC435-571
e-health
m-health
virtual reality
Internet treatment
mental health
smartphone apps
cognitive behavior therapy
augmented reality
serious games
schizophrenia
thema EDItEUR::M Medicine and Nursing
Anna Sort
François Borgeat
Stéphane Bouchard
Yasser Khazaal
Jérôme Favrod
Computers and Games for Mental Health and Well-Being
title Computers and Games for Mental Health and Well-Being
title_full Computers and Games for Mental Health and Well-Being
title_fullStr Computers and Games for Mental Health and Well-Being
title_full_unstemmed Computers and Games for Mental Health and Well-Being
title_short Computers and Games for Mental Health and Well-Being
title_sort computers and games for mental health and well being
topic R5-920
RA1-1270
RC435-571
e-health
m-health
virtual reality
Internet treatment
mental health
smartphone apps
cognitive behavior therapy
augmented reality
serious games
schizophrenia
thema EDItEUR::M Medicine and Nursing
topic_facet R5-920
RA1-1270
RC435-571
e-health
m-health
virtual reality
Internet treatment
mental health
smartphone apps
cognitive behavior therapy
augmented reality
serious games
schizophrenia
thema EDItEUR::M Medicine and Nursing
url 31907
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