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The qualities of patients interested in using a game-based digital mental health intervention for depression : a sequential mixed methods study

Publiceringsår

2023

Upphovspersoner

Lukka, Lauri; Salonen, Antti; Vesterinen, Maria; Karhulahti, Veli Matti; Palva, Satu; Palva, J. Matias

Abstrakt

Background Digital interventions are typically evaluated by their effectiveness and engagement, while the characteristics of patients who perceive them to be attractive have remained poorly understood. This challenges user-centered intervention development but also presents an avenue to improve intervention efficacy and engagement. Our objective was to characterize people to whom game-based interventions appeal to with a focus on their mental health backgrounds and prior digital game experiences. Methods We performed a sequential mixed methods study with adults suffering from major depressive disorder (MDD) who participated in a randomized controlled clinical trial studying the effectiveness of a game-based digital intervention for depression. First, randomly chosen participants were interviewed (N = 22), and the transcribed data were analyzed inductively. Then, focusing on the themes established through the interview data, we triangulated the findings using complementary questionnaire data (N = 445). Results The interview data yielded four themes that we illuminated with quantified questionnaire data. (T1) The participants had enduring and diverse psychiatric symptomology: 73% had been diagnosed with a comorbid disorder in addition to depression. (T2) Participants had received at least some treatments that had not led to full remission of depression. 92% currently received therapeutic support, psychiatric medication, or both. (T3) Many participants had close relationships with digital gaming and played actively: on average, for 13 h a week on various gaming platforms and in various genres. (T4) Some participants used gaming to manage their psychiatric symptoms, and 76% found that playing helped them feel better. Conclusions Identifying and characterizing people attracted to game-based therapeutic interventions can catalyze intervention development and improve their efficacy. We found that game-based interventions have appealing potential across diverse psychiatric symptoms and for people with prior or existing treatments. Game-based interventions may appeal particularly to active players and offer a promising alternative to the self-treatment usage of entertainment games.
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Organisationer och upphovspersoner

Helsingfors universitet

Salonen Antti

Palva J. Matias

Vesterinen Maria

Palva Satu

Jyväskylä universitet

Karhulahti Veli-Matti Orcid -palvelun logo

Aalto-universitetet

Salonen Antti Juhani Orcid -palvelun logo

Lukka Lauri Orcid -palvelun logo

Vesterinen Maria

Palva Matias Orcid -palvelun logo

Palva Satu

Publikationstyp

Publikationsform

Artikel

Moderpublikationens typ

Tidning

Artikelstyp

En originalartikel

Målgrupp

Vetenskaplig

Kollegialt utvärderad

Kollegialt utvärderad

UKM:s publikationstyp

A1 Originalartikel i en vetenskaplig tidskrift

Publikationskanalens uppgifter

Moderpublikationens namn

BMC digital health

Förläggare

Biomed Central

Volym

1

Artikelnummer

37

Publikationsforum

91804

Publikationsforumsnivå

0

Öppen tillgång

Öppen tillgänglighet i förläggarens tjänst

Ja

Öppen tillgång till publikationskanalen

Helt öppen publikationskanal

Parallellsparad

Ja

Publiceringsavgift för öppen tillgång €

1490

Betalningsår för den öppen tillgång publiceringsavgiften

2023

Övriga uppgifter

Vetenskapsområden

Psykologi; Neurovetenskaper; Hälsovetenskap

Nyckelord

[object Object],[object Object],[object Object],[object Object],[object Object]

Publiceringsland

Förenade kungariket

Förlagets internationalitet

Internationell

Språk

engelska

Internationell sampublikation

Ja

Sampublikation med ett företag

Nej

DOI

10.1186/s44247-023-00037-w

Publikationen ingår i undervisnings- och kulturministeriets datainsamling

Ja