Cited by 194Educational Games and GamificationDigital Mental Health InterventionsVirtual Reality Applications and Impacts

Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

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Fernández-Aranda, Fernando, Jiménez-Murcia, Susana, Santamaría, Juan J., Gunnard, Katarina, Soto, Antonio, Kalapanidas, Elias, Bults, Richard G. A., Davarakis, Costas +10 more·2012·Journal of Mental Health

Abstract

BACKGROUND: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. AIM: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. METHOD AND RESULTS: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.

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Crossref · 10.3109/09638237.2012.664302

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  • Some examples of gamification include gamifying the development of cognitive skills and emotional regulation by rewarding the completion of relevant tasks within complex video games in order to promote mental health.

    “Some examples of gamification include gamifying the development of cognitive skills and emotional regulation by rewarding the completion of relevant tasks within complex video games10–13 in order to promote mental health.”

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  1. Santamaría J. Soto A. Fernandez-Aranda F. Krug I. Forcano L. Gunnard K. Serious games as additional psychological support: A review of the literature Cybertherapy and Rehabilitation 2011 4 (4) 469 476

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Authors
Fernández-Aranda, F., Jiménez-Murcia, S., Santamaría, J. J., Gunnard, K., Soto, A., Kalapanidas, E., Bults, R. G. A., Davarakis, C., Ganchev, T., Granero, R., Konstantas, D., Kostoulas, T. P., Lam, T., Lucas, M., Masuet-Aumatell, C., Moussa, M. H., Nielsen, J., & Penelo, E.
Affiliations
  • Instituto de Salud Carlos III (ES)
  • Bellvitge University Hospital (ES)
  • University of Patras (GR)
  • Universitat Autònoma de Barcelona (ES)
  • University of Geneva (CH)
  • NetUnion (Switzerland) (CH)
  • Serious Games Interactive (Denmark) (DK)
Venue
Journal of Mental Health
Published
2012-05
Volume
21
Issue
4
Pages
364-374
ISSN
  • 0963-8237 (ISSN-L)
  • 1360-0567
OpenAlex
W2108607289
Cited by
194
References
55
Citations by year
2026: 6 · 2025: 5 · 2024: 8 · 2023: 13 · 2022: 13 · 2021: 11 · 2020: 20 · 2019: 13 · 2018: 17 · 2017: 20 · 2016: 21 · 2015: 15 · 2014: 10 · 2013: 14 · 2012: 8
FWCI
30.12
Type
journal article
Language
en
Open access
Locations
  • Journal of Mental Health (publishedVersion)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • Archive ouverte UNIGE (University of Geneva) (publishedVersion, other-oa)
  • Dipòsit Digital de Documents de la UAB (Universitat Autònoma de Barcelona) (submittedVersion, cc-by-nc-nd)
  • Archive ouverte UNIGE (University of Geneva) (submittedVersion, cc-by)
Funders
  • European Commission
  • Centro de Investigación Biomédica en Red-Fisiopatología de la Obesidad y Nutrición
  • Instituto de Salud Carlos III
  • FP7 Information and Communication Technologies
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
serious games, video games, complementary therapy, emotion recognition, biofeedback, relaxation techniques, self-control, emotion regulation, game usability, mental illness
MeSH terms
Adult, Mental Disorders, Biofeedback, Psychology, Female, Gambling, Humans, Male, Pilot Projects, Problem Solving, Psychotherapy, Spain, User-Computer Interface, Biosensing Techniques, Video Games, Bulimia Nervosa, Binge-Eating Disorder

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