Cited by 36Digital Mental Health InterventionsEducational Games and GamificationImpact of Technology on Adolescents

Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression

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Carrasco, Alvaro E.·2016·Research in Psychotherapy: Psychopathology, Process and Outcome

Abstract

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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Research works printed but not linked: 3

  1. Davidson, K., Rieckmann, N., & Lespérance, F. (2004). Psycho- logical theories of depression: Potential application for the pre- vention of acute coronary syndrome recurrence. Psychosomatic Medicine, 66(2), 165-173. doi: 10.1097/01.psy. 0000116716.19848. · DOI
  2. Fernández-Vara, C., & Osterweil, S. (2010). The key to adven- ture games design: Insight and sense-making. Meaningful Play, Conference Proceedings. Available from: meaning- fulplay.msu.edu/proceedings2010/mp2010_paper_25.pdf
  3. Roth, A., & Fonagy, P. (2005). Depression. In Roth A., & Fon- agy P. (Eds.), What works for whom? (pp. 66-149). New York: The Guilford Press.

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Authors
Carrasco, A. E.
Venue
Research in Psychotherapy: Psychopathology, Process and Outcome
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
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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