Cited by 118Educational Games and GamificationDigital Mental Health InterventionsChild Therapy and Development

Personal Investigator: A therapeutic 3D game for adolecscent psychotherapy

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Coyle, David, Matthews, Mark, Sharry, John, Nisbet, Andy, Doherty, Gavin·2005·Interactive Technology and Smart Education

Abstract

Although mental health problems increase markedly during adolescent years, therapists often find it difficult to engage with adolescents. The majority of disturbed adolescents do not receive professional mental health care and of those who do fewer still will fully engage with the therapeutic process (Offer et al. 1991; US Surgeon General 1999). Personal Investigator (PI) is a 3D computer game specifically designed to help adolescents overcome mental health problems such as depression and help them engage more easily with professional mental health care services. PI is an implementation of a new computer mediated model for how therapists and adolescents can engage. The model has its theoretical foundations in play therapy and therapeutic storytelling and applies current research on the educational use of computer gaming and interactive narrative systems to these foundations. Previously demonstrated benefits of computer games and interactive narrative systems in education include increased motivation, increased self‐esteem, improved problem solving and discussion skills and improved storytelling skills (Bruckman 1997; Bers 2001; Robertson 2001; Robertson and Oberlander 2002; Bers et al. 2003; Squire 2003). PI aims to take advantage of these benefits in a mental health care setting. PI incorporates a goal‐oriented, strengths based model of psychotherapy called Solution Focused Therapy (SFT). By engaging adolescents, in a client‐centred way, it aims to build stronger therapeutic relationships between therapists and adolescents. PI is the first game to integrate this established psychotherapy approach into an engaging online 3D game. Results of trials of PI with four adolescents, referred to clinics for issues including anxiety and behaviour problems, attempted suicide, and social skills difficulties, are presented.

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  • Game-based digital interventions have practical effects in addressing main barriers of access and engagement in healthcare, particularly for young people.

    “Game-based digital interventions have been found to have practical effects in addressing the main barriers of access and engagement in the healthcare domain, particularly for the young.6”

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Research works printed but not linked: 4

  1. Lindley, C. A. (2002) Conditioning, Learning and Creation in Games: Narrative, The Gameplay Gestaltand Creative Simulation. Proceedings of NILE2002, Narrative Interaction and Learning Environments, Edinburgh, pp.16-23.
  2. Malone, T. W. (1981) What makes computer games fun? Byte 6, pp. 258-277.
  3. Oakley, C. (1994) SMACK: A Computer Driven Game for at-risk Teens. Computers in Human Services, 11(1), pp. 97-99.
  4. Pope, A. T. and Paisson, O. S. (2001) Helping Video Games 'Rewire Our Minds'. Proceedings of Playing by the Rules Conference. Available at http://cultur- alpolicy.uchicago.edu/conf2001/papers/pope.pdf (Retrieved December 2004).

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Authors
Coyle, D., Matthews, M., Sharry, J., Nisbet, A., & Doherty, G.
Affiliations
Trinity College Dublin (IE)
Venue
Interactive Technology and Smart Education
Publisher
Emerald
Published
2005-05-31
Volume
2
Issue
2
Pages
73-88
ISSN
1741-5659 (ISSN-L)
OpenAlex
W2169244888
Cited by
118
References
38
Citations by year
2026: 2 · 2025: 1 · 2024: 1 · 2023: 5 · 2022: 4 · 2021: 3 · 2020: 4 · 2019: 7 · 2018: 7 · 2017: 6 · 2016: 5 · 2015: 9 · 2014: 8 · 2013: 5 · 2012: 9
FWCI
7.61
Type
journal article
Language
en
Locations
  • Interactive Technology and Smart Education (publishedVersion)
  • Bristol Research (University of Bristol) (publishedVersion)
  • Explore Bristol Research (submittedVersion)
  • e-space (Manchester Metropolitan University) (submittedVersion)
Funders
Higher Education Authority
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Clinical Psychology › Child Therapy and Development
Keywords
3D computer games, adolescent psychotherapy, adolescent depression, solution-focused therapy, therapeutic storytelling, play therapy, therapeutic relationship

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