Smartphone‑based serious games for mental health: a scoping review
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Título
Smartphone‑based serious games for mental health: a scoping reviewFecha de publicación
2024Editor
SpringerCita bibliográfica
https://doi.org/10.1007/s11042-024-18971-wTipo de documento
info:eu-repo/semantics/articleVersión de la editorial
https://link.springer.com/article/10.1007/s11042-024-18971-wVersión
info:eu-repo/semantics/publishedVersionPalabras clave / Materias
Resumen
The use of smartphone-based Serious Games in mental health care is an emerging and
promising research feld. Combining the intrinsic characteristics of games (e.g., interactiveness, immersiveness, playfulness, user- ... [+]
The use of smartphone-based Serious Games in mental health care is an emerging and
promising research feld. Combining the intrinsic characteristics of games (e.g., interactiveness, immersiveness, playfulness, user-tailoring and engaging nature) with the capabilities
of smartphones (e.g., versatility, ubiquitous connectivity, built-in sensors and anywhere–
anytime nature) yields great potential to deliver innovative psychological treatments, which
are engaging, efective, fun and always available. This article presents a scoping review,
based on the PRISMA (scoping review extension) guidelines, of the feld of smartphonebased serious games for mental health care. The review combines an analysis of the technical characteristics, including game design, smartphone and game-specifc features, with
psychological dimensions, including type and purpose of use, underlying psychological
frameworks and strategies. It also explores the integration of psychological features into
Serious Games and summarizes the fndings of evaluations performed. A systematic search
identifed 40 smartphone-based Serious Games for mental health care. The majority consist of standalone and self-administrable interventions, applying a myriad of psychological
strategies to address a wide range of psychological symptoms and disorders. The fndings
explore the potential of Serious Games as treatments and for enhancing patient engagement; we conclude by proposing several avenues for future research in order to identify
best practices and success factors. [-]
Publicado en
GÓMEZ-CAMBRONERO, Águeda, et al. Smartphone-based serious games for mental health: a scoping review. Multimedia Tools and Applications, 2024, p. 1-48.Entidad financiadora
Agencia Estatal de Investigación | Science Foundation Ireland Centre for Research Training in Digitally-Enhanced Reality (d-real) | Generalitat Valenciana | European Union
Código del proyecto o subvención
PID2022-140475OB-C21 | PID2022-140475OB-C22 | 18/CRT/6224 | ACIF/2019/278
Derechos de acceso
info:eu-repo/semantics/openAccess
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