Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
Open accessAbstract
While many adolescent patients resistantly engage in psychotherapy, they are attracted by new technologies and video games. A development and research project was implemented to design an online adventure video game as a psychotherapeutic tool for depressed adolescents and to evaluate its acceptability. The game design followed the narrative structure of the hero’s journey and ideas from the cognitive behavioral and interpersonal psychotherapy models for depression. Five psychotherapists and fifteen of their female adolescent patients with symptoms of depression tested the game. Some patients valued the video game in terms of learning helpful social and mental health-related behaviors. Therapists manifested that a video game like Maya could be a useful complementary tool for psychotherapy of adolescent girls. The study suggests that future developments of video games for mental health are worthwhile and it provides some ideas on how to incorporate psychotherapeutic notions in ludic environments.
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Digital mental health interventions had the advantage of fitting into the daily routines of users, connecting with current interests, and helping to bring back a sense of normality.
“DMHIs also had the advantage of fitting into the daily routines of users, connecting with current interests (40), and helping “to bring back a sense of normality” (36, p. 290).”
From What Works and What Doesn’t Work? A Systematic Review of Digital Mental Health Interventions for Depression and Anxiety in Young People (2019) · cites this paper as [40]
The time of use of the online adventure video game was very low.
“However, the time of use of the game was very low.”
From Internet-Based Interventions for the Prevention and Treatment of Mental Disorders in Latin America: A Scoping Review (2019) · cites this paper as [31]
The majority of participants (patients and therapists) valued the online adventure video game and considered that they could obtain mental health-related benefits from playing it.
“The majority of participants (patients and therapist) valued the game and considered that they could obtain mental health-related benefits from playing it.”
From Internet-Based Interventions for the Prevention and Treatment of Mental Disorders in Latin America: A Scoping Review (2019) · cites this paper as [31]
Therapists suggested that in postgame sessions it was possible to relate elements of the game to aspects of the patients' real lives.
“Therapists also suggest that it was possible in postgame sessions to relate elements of the game to aspects of the patients’ real lives.”
From Internet-Based Interventions for the Prevention and Treatment of Mental Disorders in Latin America: A Scoping Review (2019) · cites this paper as [31]
The design of the online adventure video game study and its small number of participants make it impossible to draw conclusions regarding the effectiveness of the game.
“Nevertheless, the design of the study and the small number of participants make it impossible to draw conclusions regarding the effectiveness of the game.”
From Internet-Based Interventions for the Prevention and Treatment of Mental Disorders in Latin America: A Scoping Review (2019) · cites this paper as [31]
Two pilot studies from Chile showed acceptable online depression treatment programs, including an online video game for adolescents and an online symptom-monitoring program for patients receiving treatment for major depression.
“Two pilot studies from Chile showed acceptable online depression treatment programs, including an online video game for supporting depression treatment among adolescents (31) and an online program for symptom monitoring in patients receiving treatment for major depression (32).”
From Internet-Based Interventions for the Prevention and Treatment of Mental Disorders in Latin America: A Scoping Review (2019) · cites this paper as [31]
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- Authors
- Carrasco, A. E.
- Venue
- Research in Psychotherapy: Psychopathology, Process and Outcome
- Publisher
- PAGEPress Publications
- Published
- 2016-04-18
- Volume
- 19
- Issue
- 1
- ISSN
- 2239-8031 (ISSN-L)
- 2499-7552
- OpenAlex
- W2341756395
- Cited by
- 36
- References
- 38
- Citations by year
- 2026: 2 · 2025: 2 · 2024: 3 · 2023: 6 · 2022: 8 · 2021: 3 · 2020: 1 · 2019: 4 · 2018: 2 · 2017: 2 · 2016: 2 · 2015: 1
- FWCI
- 5.14
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Research in Psychotherapy Psychopathology Process and Outcome (publishedVersion, cc-by-nc)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Universidad de Chile (submittedVersion, cc-by-nc-nd)
- Funders
- Universidad de Chile
- Comisión Nacional de Investigación Científica y Tecnológica
- Topics
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- adolescent depression, adolescent girls, acceptability, cognitive behavioral therapy, interpersonal psychotherapy, online games, mental health technology, therapist perspectives
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