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dc.contributor.authorLukka, Lauri
dc.contributor.authorSalonen, Antti
dc.contributor.authorVesterinen, Maria
dc.contributor.authorKarhulahti, Veli-Matti
dc.contributor.authorPalva, Satu
dc.contributor.authorPalva, J. Matias
dc.date.accessioned2023-09-08T09:46:36Z
dc.date.available2023-09-08T09:46:36Z
dc.date.issued2023
dc.identifier.citationLukka, 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. <i>BMC Digital Health</i>, <i>1</i>, Article 37. <a href="https://doi.org/10.1186/s44247-023-00037-w" target="_blank">https://doi.org/10.1186/s44247-023-00037-w</a>
dc.identifier.otherCONVID_184736750
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/88985
dc.description.abstractBackground 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.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherBiomed Central
dc.relation.ispartofseriesBMC Digital Health
dc.rightsCC BY 4.0
dc.subject.otherdigital mental health interventions
dc.subject.otheruser-centered design
dc.subject.othermixed methods study
dc.subject.otherserious games
dc.subject.otherintervention development
dc.subject.otherdepression
dc.titleThe qualities of patients interested in using a game-based digital mental health intervention for depression : a sequential mixed methods study
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202309085013
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineNykykulttuurin tutkimusfi
dc.contributor.oppiaineMonitieteinen aivotutkimuskeskusfi
dc.contributor.oppiaineContemporary Cultureen
dc.contributor.oppiaineCentre for Interdisciplinary Brain Researchen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn2731-684X
dc.relation.volume1
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 the Authors
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber353267
dc.relation.grantnumber101042052
dc.relation.grantnumber101042052
dc.relation.projectidinfo:eu-repo/grantAgreement/EC/H2020/101042052/EU//ORE
dc.subject.ysointerventio
dc.subject.ysomielenterveys
dc.subject.ysokäyttäjäkeskeinen suunnittelu
dc.subject.ysohyötypelit
dc.subject.ysomasennus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p41
jyx.subject.urihttp://www.yso.fi/onto/yso/p1949
jyx.subject.urihttp://www.yso.fi/onto/yso/p25802
jyx.subject.urihttp://www.yso.fi/onto/yso/p29628
jyx.subject.urihttp://www.yso.fi/onto/yso/p7995
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1186/s44247-023-00037-w
dc.relation.funderResearch Council of Finlanden
dc.relation.funderEuropean Commissionen
dc.relation.funderSuomen Akatemiafi
dc.relation.funderEuroopan komissiofi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramERC Starting Grant, HEen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundingprogramERC Starting Grant, HEfi
jyx.fundinginformationLL 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.
dc.type.okmA1


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