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

Fleming TM, de Beurs D, Khazaal Y, Gaggioli A, Riva G, Botella C, Baños RM, Aschieri F, Bavin LM, Kleiboer A, Merry S, Lau HM, Riper H - Front Psychiatry (2016)

Bottom Line: 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.

View Article: PubMed Central - PubMed

Affiliation: Department of Psychological Medicine, University of Auckland, Auckland, New Zealand; Department of Paediatrics: Child and Youth Health, University of Auckland, Auckland, New Zealand.

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.

No MeSH data available.


Toward maximizing the impact of e-therapy and serious gaming for mental health.
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Figure 1: Toward maximizing the impact of e-therapy and serious gaming for mental health.

Mentions: Together, findings from naturalistic or implementation studies suggest that potential users, including those with significant symptoms, are interested in internet interventions for mental health (20–23); however, implementation and engagement require improvement. We contend that the current paradigm or approach for the development of evidence-based internet interventions for mental health is typically researcher led; that the programs are often designed to replicate tested face-to-face therapies online; and that these are usually tested using classic validation designs (randomized controlled trials), with a focus on the efficacy of stand-alone interventions. Many of these components are critical to demonstrate that internet interventions can be effective under trial conditions as shown in Figure 1. However, to increase the impact of serious games and e-therapies, further developments are required.


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

Fleming TM, de Beurs D, Khazaal Y, Gaggioli A, Riva G, Botella C, Baños RM, Aschieri F, Bavin LM, Kleiboer A, Merry S, Lau HM, Riper H - Front Psychiatry (2016)

Toward maximizing the impact of e-therapy and serious gaming for mental health.
© Copyright Policy
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4834305&req=5

Figure 1: Toward maximizing the impact of e-therapy and serious gaming for mental health.
Mentions: Together, findings from naturalistic or implementation studies suggest that potential users, including those with significant symptoms, are interested in internet interventions for mental health (20–23); however, implementation and engagement require improvement. We contend that the current paradigm or approach for the development of evidence-based internet interventions for mental health is typically researcher led; that the programs are often designed to replicate tested face-to-face therapies online; and that these are usually tested using classic validation designs (randomized controlled trials), with a focus on the efficacy of stand-alone interventions. Many of these components are critical to demonstrate that internet interventions can be effective under trial conditions as shown in Figure 1. However, to increase the impact of serious games and e-therapies, further developments are required.

Bottom Line: 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.

View Article: PubMed Central - PubMed

Affiliation: Department of Psychological Medicine, University of Auckland, Auckland, New Zealand; Department of Paediatrics: Child and Youth Health, University of Auckland, Auckland, New Zealand.

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.

No MeSH data available.