The qualities of patients interested in using a game-based digital mental health intervention for depression : a sequential mixed methods study
Lukka, L., Salonen, A., Vesterinen, M., Karhulahti, V.-M., Palva, S., & Palva, J. M. (2023). The qualities of patients interested in using a game-based digital mental health intervention for depression : a sequential mixed methods study. BMC Digital Health, 1, Article 37. https://doi.org/10.1186/s44247-023-00037-w
Julkaistu sarjassa
BMC Digital HealthTekijät
Päivämäärä
2023Oppiaine
Nykykulttuurin tutkimusMonitieteinen aivotutkimuskeskusContemporary CultureCentre for Interdisciplinary Brain ResearchTekijänoikeudet
© 2023 the Authors
Background
Digital interventions are typically evaluated by their effectiveness and engagement, while the characteristics of patients who perceive them to be attractive have remained poorly understood. This challenges user-centered intervention development but also presents an avenue to improve intervention efficacy and engagement. Our objective was to characterize people to whom game-based interventions appeal to with a focus on their mental health backgrounds and prior digital game experiences.
Methods
We performed a sequential mixed methods study with adults suffering from major depressive disorder (MDD) who participated in a randomized controlled clinical trial studying the effectiveness of a game-based digital intervention for depression. First, randomly chosen participants were interviewed (N = 22), and the transcribed data were analyzed inductively. Then, focusing on the themes established through the interview data, we triangulated the findings using complementary questionnaire data (N = 445).
Results
The interview data yielded four themes that we illuminated with quantified questionnaire data. (T1) The participants had enduring and diverse psychiatric symptomology: 73% had been diagnosed with a comorbid disorder in addition to depression. (T2) Participants had received at least some treatments that had not led to full remission of depression. 92% currently received therapeutic support, psychiatric medication, or both. (T3) Many participants had close relationships with digital gaming and played actively: on average, for 13 h a week on various gaming platforms and in various genres. (T4) Some participants used gaming to manage their psychiatric symptoms, and 76% found that playing helped them feel better.
Conclusions
Identifying and characterizing people attracted to game-based therapeutic interventions can catalyze intervention development and improve their efficacy. We found that game-based interventions have appealing potential across diverse psychiatric symptoms and for people with prior or existing treatments. Game-based interventions may appeal particularly to active players and offer a promising alternative to the self-treatment usage of entertainment games.
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Julkaisija
Biomed CentralISSN Hae Julkaisufoorumista
2731-684XAsiasanat
Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/184736750
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Rahoittaja(t)
Suomen Akatemia; Euroopan komissioRahoitusohjelmat(t)
Huippuyksikkörahoitus, SA
The content of the publication reflects only the author’s view. The funder is not responsible for any use that may be made of the information it contains.
Lisätietoja rahoituksesta
LL and AS are funded by Technology Industries of Finland Centennial Founda tion and Jane and Aatos Erkko Foundation Future Makers funding program granted to Aalto University, principal investigator J. Matias Palva. AS and MV are funded by Business Finland Research2Business funding (42173/31/2020) granted to Aalto University, principal investigator J. Matias Palva. LL is funded by Sigrid Juselius Foundation funding granted to J. Matias Palva and Satu Palva. VMK is funded by the Academy of Finland (grant 353267) and the Euro pean Research Council under the European Union Horizon Europe research and innovation program (grant 101042052). SP and JMP report no funding. ...Lisenssi
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