Gamifying CBT to deliver emotional health treatment to young people on smartphones
© 2019 The Authors..
mHealth interventions promise the economic delivery of evidence-based mental health treatments like cognitive behavioural therapy (CBT) to populations that struggle to access health services, such as adolescents and in New Zealand, Māori and Pasifika youth. Unfortunately engagement with digital therapies is poor; modularisation and gamification have potential to increase their appeal. Gamifying CBT involves selecting suitable interventions, adapting them to a digital format while applying gamification principles. We describe the design and development of Quest - Te Whitianga, an app that encourages the user to learn CBT skills via a series of activities and games. A variety of approaches including consultation with clinicians, reference to best-practice literature, focus groups and interactive workshops with youth were used to inform the co-design process. Clinicians worked iteratively with experienced game designers to co-create a youth CBT digital intervention. The Quest modular app is set on an ocean and the user travels between islands to learn six evidence-based skills. These include a relaxation/mindfulness activity, activity planning, a gratitude journal plus problem solving and communication skills training. We describe the theoretical and design aspects of each module detailing the gamified features that aim to increase user engagement. In the near future we will be testing the app and the principles discussed in this paper via a randomised-controlled trial.
Medienart: |
E-Artikel |
---|
Erscheinungsjahr: |
2019 |
---|---|
Erschienen: |
2019 |
Enthalten in: |
Zur Gesamtaufnahme - volume:18 |
---|---|
Enthalten in: |
Internet interventions - 18(2019) vom: 27. Dez., Seite 100286 |
Sprache: |
Englisch |
---|
Beteiligte Personen: |
Christie, Grant I [VerfasserIn] |
---|
Links: |
---|
Anmerkungen: |
Date Revised 01.10.2020 published: Electronic-eCollection Citation Status PubMed-not-MEDLINE |
---|
doi: |
10.1016/j.invent.2019.100286 |
---|
funding: |
|
---|---|
Förderinstitution / Projekttitel: |
|
PPN (Katalog-ID): |
NLM304905623 |
---|
LEADER | 01000naa a22002652 4500 | ||
---|---|---|---|
001 | NLM304905623 | ||
003 | DE-627 | ||
005 | 20231225120007.0 | ||
007 | cr uuu---uuuuu | ||
008 | 231225s2019 xx |||||o 00| ||eng c | ||
024 | 7 | |a 10.1016/j.invent.2019.100286 |2 doi | |
028 | 5 | 2 | |a pubmed24n1016.xml |
035 | |a (DE-627)NLM304905623 | ||
035 | |a (NLM)31890633 | ||
040 | |a DE-627 |b ger |c DE-627 |e rakwb | ||
041 | |a eng | ||
100 | 1 | |a Christie, Grant I |e verfasserin |4 aut | |
245 | 1 | 0 | |a Gamifying CBT to deliver emotional health treatment to young people on smartphones |
264 | 1 | |c 2019 | |
336 | |a Text |b txt |2 rdacontent | ||
337 | |a ƒaComputermedien |b c |2 rdamedia | ||
338 | |a ƒa Online-Ressource |b cr |2 rdacarrier | ||
500 | |a Date Revised 01.10.2020 | ||
500 | |a published: Electronic-eCollection | ||
500 | |a Citation Status PubMed-not-MEDLINE | ||
520 | |a © 2019 The Authors. | ||
520 | |a mHealth interventions promise the economic delivery of evidence-based mental health treatments like cognitive behavioural therapy (CBT) to populations that struggle to access health services, such as adolescents and in New Zealand, Māori and Pasifika youth. Unfortunately engagement with digital therapies is poor; modularisation and gamification have potential to increase their appeal. Gamifying CBT involves selecting suitable interventions, adapting them to a digital format while applying gamification principles. We describe the design and development of Quest - Te Whitianga, an app that encourages the user to learn CBT skills via a series of activities and games. A variety of approaches including consultation with clinicians, reference to best-practice literature, focus groups and interactive workshops with youth were used to inform the co-design process. Clinicians worked iteratively with experienced game designers to co-create a youth CBT digital intervention. The Quest modular app is set on an ocean and the user travels between islands to learn six evidence-based skills. These include a relaxation/mindfulness activity, activity planning, a gratitude journal plus problem solving and communication skills training. We describe the theoretical and design aspects of each module detailing the gamified features that aim to increase user engagement. In the near future we will be testing the app and the principles discussed in this paper via a randomised-controlled trial | ||
650 | 4 | |a Journal Article | |
650 | 4 | |a ACT, acceptance and commitment therapy | |
650 | 4 | |a Adolescent | |
650 | 4 | |a CBT, cognitive behavioural therapy | |
650 | 4 | |a Digital cognitive behavioural therapy | |
650 | 4 | |a Gamification | |
650 | 4 | |a Mental health | |
650 | 4 | |a Smartphone treatment | |
650 | 4 | |a cCBT, computerized cognitive behavioural therapy | |
650 | 4 | |a mHealth, mobile (device) health | |
700 | 1 | |a Shepherd, Matthew |e verfasserin |4 aut | |
700 | 1 | |a Merry, Sally N |e verfasserin |4 aut | |
700 | 1 | |a Hopkins, Sarah |e verfasserin |4 aut | |
700 | 1 | |a Knightly, Stephen |e verfasserin |4 aut | |
700 | 1 | |a Stasiak, Karolina |e verfasserin |4 aut | |
773 | 0 | 8 | |i Enthalten in |t Internet interventions |d 2014 |g 18(2019) vom: 27. Dez., Seite 100286 |w (DE-627)NLM24026682X |x 2214-7829 |7 nnns |
773 | 1 | 8 | |g volume:18 |g year:2019 |g day:27 |g month:12 |g pages:100286 |
856 | 4 | 0 | |u http://dx.doi.org/10.1016/j.invent.2019.100286 |3 Volltext |
912 | |a GBV_USEFLAG_A | ||
912 | |a GBV_NLM | ||
951 | |a AR | ||
952 | |d 18 |j 2019 |b 27 |c 12 |h 100286 |