Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift

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dc.contributor.author Fleming, Theresa en
dc.contributor.author de Beurs, D en
dc.contributor.author Khazaal, Y en
dc.contributor.author Gaggioli, A en
dc.contributor.author Riva, G en
dc.contributor.author Botella, C en
dc.contributor.author Baños, RM en
dc.contributor.author Aschieri, F en
dc.contributor.author Bavin, Lynda-Maree en
dc.contributor.author Kleiboer, A en
dc.contributor.author Merry, Sally en
dc.contributor.author Lau, HM en
dc.contributor.author Riper, H en
dc.date.accessioned 2017-07-04T04:49:11Z en
dc.date.issued 2016-04 en
dc.identifier.citation Frontiers in Psychiatry 7:65 Apr 2016 en
dc.identifier.issn 1664-0640 en
dc.identifier.uri http://hdl.handle.net/2292/33991 en
dc.description.abstract Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives' paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on user-centered approaches, including both user-centered design of programs and greater individualization within programs, with the latter perhaps utilizing increased modularization; (2) Increased emphasis on engagement utilizing processes such as gaming, gamification, telepresence, and persuasive technology; (3) Increased collaboration in program development, testing, and data sharing, across both sectors and regions, in order to achieve higher quality, more sustainable outcomes with greater reach; and (4) Rapid testing and implementation, including the measurement of reach, engagement, and effectiveness, and timely implementation. We suggest it is time for researchers, clinicians, developers, and end-users to collaborate on these aspects in order to maximize the impact of e-therapies and serious gaming. en
dc.format.medium Electronic-eCollection en
dc.language eng en
dc.publisher Frontiers Media en
dc.relation.ispartofseries Frontiers in Psychiatry en
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. Details obtained from http://www.sherpa.ac.uk/romeo/issn/1664-0640/ en
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm en
dc.rights.uri https://creativecommons.org/licenses/by/4.0/ en
dc.title Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift en
dc.type Journal Article en
dc.identifier.doi 10.3389/fpsyt.2016.00065 en
pubs.volume 7 en
dc.description.version VoR - Version of Record en
dc.rights.holder Copyright: The Authors en
dc.identifier.pmid 27148094 en
dc.rights.accessrights http://purl.org/eprint/accessRights/OpenAccess en
pubs.subtype Article en
pubs.elements-id 526579 en
pubs.org-id Medical and Health Sciences en
pubs.org-id Population Health en
pubs.org-id Epidemiology & Biostatistics en
pubs.org-id School of Medicine en
pubs.org-id Psychological Medicine Dept en
dc.identifier.eissn 1664-0640 en
pubs.number 65 en
pubs.record-created-at-source-date 2017-07-04 en
pubs.dimensions-id 27148094 en


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