Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation

This scoping review identified a prevailing limited interpretation of "ethics" as research ethics across the included publications. It also shows a lack of discussion on the social embeddedness of technologies and that co-design is frequently viewed in instrumental terms and vulnerability is mostly addressed pragmatically. Through providing concrete examples of how mental health researchers and game designers thus far have addressed and mitigated ethical challenges in specific interventions, this review illustrates how ethical issues do or do not prompt diverse reflections, mitigation strategies, and actions. It advocates for ethics to be integrated as an ongoing practice throughout all stages of developing and implementing serious game elements in mental health interventions for young people.

Authors

Institutions

Publication Details

Journal
JMIR Serious Games
Published
2024-11-28
DOI
https://doi.org/10.2196/64488
Citations
14
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
5.74

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation

Valeria Motta, Giovanni Rubeis, Wanda Spahl, Kate Woodcock
14 citations
JMIR Serious Games
Digital Mental Health Interventions
5.74
article

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation

Valeria Motta, Giovanni Rubeis, Wanda Spahl, Kate Woodcock
article en
14 citations

Abstract

This scoping review identified a prevailing limited interpretation of "ethics" as research ethics across the included publications. It also shows a lack of discussion on the social embeddedness of technologies and that co-design is frequently viewed in instrumental terms and vulnerability is mostly addressed pragmatically. Through providing concrete examples of how mental health researchers and game designers thus far have addressed and mitigated ethical challenges in specific interventions, this review illustrates how ethical issues do or do not prompt diverse reflections, mitigation strategies, and actions. It advocates for ethics to be integrated as an ongoing practice throughout all stages of developing and implementing serious game elements in mental health interventions for young people.

JMIR Serious GamesVol. 12
Birmingham City University (GB), University College Birmingham (GB), Karl Landsteiner University of Health Sciences (AT), University of Birmingham (GB)
UK Research and Innovation, European Commission
Openalex Percentile: Top 3%
Digital Mental Health Interventions
5.74
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.