Serious Games for Improving Mental Health: Status and Prospects

With the rapid development of time and technology, the significance of digital game development cannot be underestimated. In today's era, games have permeated thousands of households, encompassing a wide range of genres. They are no longer solely entertainment products but also can be applied in education, medical care, learning, scientific research, and other fields. Research indicates that serious games (games designed to teach knowledge and skills or provide professional training and simulation) can effectively improve mental health. This review discusses the current status and future prospects of serious games in promoting mental health. It presents a comprehensive classification of serious games by integrating several literature resources, synthesizing information and data analysis to investigate their effectiveness in improving mental health outcomes. The findings show that serious games play a certain role in the treatment of mental illness. However, the current body of research is not without limitations, as there exists a dearth of controlled experiments comparing the efficacy of serious games to other types of games and investigating the effectiveness of gamification techniques. To address these gaps, researchers and designers should further prioritize approaches such as emotional design and participatory design. Additionally, leveraging emerging technologies like virtual reality can facilitate the development of adaptable game designs and methodologies that align with evolving societal needs.

Authors

Institutions

Publication Details

Journal
Lecture Notes in Education Psychology and Public Media
Published
2024-10-25
DOI
https://doi.org/10.54254/2753-7048/64/20240990
Citations
2
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
0.82
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Serious Games for Improving Mental Health: Status and Prospects

Ying Huang
2 citations
Lecture Notes in Education Psychology and Public Media
Digital Mental Health Interventions
0.82
article

Serious Games for Improving Mental Health: Status and Prospects

Ying Huang
article en
2 citations

Abstract

With the rapid development of time and technology, the significance of digital game development cannot be underestimated. In today's era, games have permeated thousands of households, encompassing a wide range of genres. They are no longer solely entertainment products but also can be applied in education, medical care, learning, scientific research, and other fields. Research indicates that serious games (games designed to teach knowledge and skills or provide professional training and simulation) can effectively improve mental health. This review discusses the current status and future prospects of serious games in promoting mental health. It presents a comprehensive classification of serious games by integrating several literature resources, synthesizing information and data analysis to investigate their effectiveness in improving mental health outcomes. The findings show that serious games play a certain role in the treatment of mental illness. However, the current body of research is not without limitations, as there exists a dearth of controlled experiments comparing the efficacy of serious games to other types of games and investigating the effectiveness of gamification techniques. To address these gaps, researchers and designers should further prioritize approaches such as emotional design and participatory design. Additionally, leveraging emerging technologies like virtual reality can facilitate the development of adaptable game designs and methodologies that align with evolving societal needs.

Lecture Notes in Education Psychology and Public MediaVol. 64(1)
Fuzhou University (CN)
Openalex Percentile: Top 24%
Digital Mental Health Interventions
0.82
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Serious Games for Improving Mental Health: Status and Prospects — Ying Huang · Lecture Notes in Education Psychology and Public Media (2024) | TGRS Research Map | TGRS