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Serious Games and Gamification for Mental Health: Current Status and Promising Directions

Overview of attention for article published in Frontiers in Psychiatry, January 2017
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (98th percentile)
  • High Attention Score compared to outputs of the same age and source (96th percentile)

Mentioned by

news
12 news outlets
blogs
4 blogs
twitter
69 X users
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3 Facebook pages

Readers on

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1103 Mendeley
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Title
Serious Games and Gamification for Mental Health: Current Status and Promising Directions
Published in
Frontiers in Psychiatry, January 2017
DOI 10.3389/fpsyt.2016.00215
Pubmed ID
Authors

Theresa M. Fleming, Lynda Bavin, Karolina Stasiak, Eve Hermansson-Webb, Sally N. Merry, Colleen Cheek, Mathijs Lucassen, Ho Ming Lau, Britta Pollmuller, Sarah Hetrick

Abstract

Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.

X Demographics

X Demographics

The data shown below were collected from the profiles of 69 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 1,103 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 2 <1%
Finland 1 <1%
Colombia 1 <1%
Italy 1 <1%
Unknown 1098 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 181 16%
Student > Ph. D. Student 132 12%
Student > Bachelor 118 11%
Researcher 88 8%
Student > Doctoral Student 53 5%
Other 198 18%
Unknown 333 30%
Readers by discipline Count As %
Psychology 177 16%
Computer Science 148 13%
Social Sciences 71 6%
Medicine and Dentistry 62 6%
Neuroscience 34 3%
Other 226 20%
Unknown 385 35%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 174. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 April 2021.
All research outputs
#234,029
of 25,599,531 outputs
Outputs from Frontiers in Psychiatry
#164
of 12,850 outputs
Outputs of similar age
#4,993
of 424,694 outputs
Outputs of similar age from Frontiers in Psychiatry
#3
of 60 outputs
Altmetric has tracked 25,599,531 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 99th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 12,850 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 11.3. This one has done particularly well, scoring higher than 98% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 424,694 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 98% of its contemporaries.
We're also able to compare this research output to 60 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 96% of its contemporaries.