A1 Journal article (refereed)
The qualities of patients interested in using a game-based digital mental health intervention for depression : a sequential mixed methods study (2023)
Lukka, L., Salonen, A., Vesterinen, M., Karhulahti, V.-M., Palva, S., & Palva, J. M. (2023). The qualities of patients interested in using a game-based digital mental health intervention for depression : a sequential mixed methods study. BMC Digital Health, 1, Article 37. https://doi.org/10.1186/s44247-023-00037-w
JYU authors or editors
Publication details
All authors or editors: Lukka, Lauri; Salonen, Antti; Vesterinen, Maria; Karhulahti, Veli-Matti; Palva, Satu; Palva, J. Matias
Journal or series: BMC Digital Health
eISSN: 2731-684X
Publication year: 2023
Publication date: 07/09/2023
Volume: 1
Article number: 37
Publisher: Biomed Central
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.1186/s44247-023-00037-w
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/88985
Abstract
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.
Keywords: mental health; user-centered design; serious games; intervention; depression (mental disorders)
Free keywords: digital mental health interventions; user-centered design; mixed methods study; serious games; intervention development; depression
Contributing organizations
Related projects
- Centre of Excellence in Game Culture Studies, continuation
- Koskimaa, Raine
- Research Council of Finland
- An Ontological Reconstruction of Gaming Disorder: A Qualitative Meta-Phenomenological Foundation
- Karhulahti, Veli-Matti
- European Commission
Ministry reporting: Yes
VIRTA submission year: 2023
JUFO rating: 0