In a paper in @FrontPsychiatry, researchers illustrated the potential of serious #games & #gamification for #mentalhealth, & highlighted there is serious work still to be done. Free read: https://t.co/fzCXaHWLwm Subscribe to #psychiatry article alerts: https://t.co/LwSUe0Ejoa https://t.co/B2vqk5Fj1Q
Serious Games and Gamification for Mental Health: Current Status and Promising Directions.
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Feb 2019 – Feb 2025Where it's discussed
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X / Twitter15 posts
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YouTube3 videos
AI synopsis
What people are saying
The discussions demonstrate high interest and some engagement through sharing links to research and acknowledging the promising potential of serious games; for instance, mentions of a 'potential but still needing work' reflect cautious optimism, while references to established research groups underline the perceived importance of this field.
Most discussions acknowledge the potential of serious games and gamification in mental health, highlighting promising results and future needs, but some note that more work remains.
High interest is evident as participants actively engage with the topic, sharing links, research, and expressing curiosity about the applications of gaming in mental health.
Posts show some depth, referencing specific types of games, research institutions, and the current state of the field, indicating an engaged audience that seeks understanding beyond surface-level opinions.
The discussions suggest that the article could influence future research directions and clinical practices, reflecting recognition of its significance in advancing mental health interventions.
Abstract in brief
- The article discusses how serious games and gamification can be used to improve mental health interventions by expanding reach, increasing engagement, and utilizing different therapeutic mechanisms.
- It highlights evidence supporting the effectiveness of serious games, especially for depression, and describes six main types of mental health games, such as exergames, virtual reality, and cognitive training.
- The authors emphasize the need for more research, faster testing, and user-focused development to better tailor these gaming interventions to diverse users and maximize their potential in mental health care.]
Top posts
Most liked on X and BlueskyInteresting piece on how games and gamification can be used to improve engagement with, and impact of, mental health products and services @FrontiersIn https://t.co/NstA5u44TK
Read more about how computer games can be utilised for serious purposes such as mental health and education: https://t.co/cY2e8ThAVs With credits to established researchers from @UniAuckland, @UTAS_, @OpenUniversity, VU University, @orygen_aus, Auckland University of Technology https://t.co/SKsGRTfcYH
実際、勤務先に隣接してる大学で真剣に研究されてる。 https://t.co/Od7iJZyo63
Research Paper: Serious Games and Gamification for Mental Health: Current Status and Promising Directions https://t.co/H9NFxs36ot
RT @FrontiersIn: In a paper in @FrontPsychiatry, researchers illustrated the potential of serious #games & #gamification for #mentalhealth,…
All mentions
How Video Games Use Psychology to Keep You Engaged and Affect Your Life
Exploring Psychosis Through Gaming: An Analysis of 'Milk Inside a Bag of Milk
Using Games and Gamification to Address Mental Health Challenges
This review explores research on mental illness and the potential of games and gamification as effective interventions. Notably, anxiety among US adults increased significantly from 2008 to 2018, especially among young…
Como os GAMES usam a Psicologia para te controlar https://t.co/QmULWWCN8s via @YouTube
https://t.co/Tu3wuxBGXY
https://t.co/dtNifiBMdC
Interesting piece on how games and gamification can be used to improve engagement with, and impact of, mental health products and services @FrontiersIn https://t.co/NstA5u44TK
https://t.co/6zUmYSAejN
https://t.co/KKcvbR7pCG
RT @FrontPsychiatry: Read more about how computer games can be utilised for serious purposes such as mental health and education: https://…
Read more about how computer games can be utilised for serious purposes such as mental health and education: https://t.co/cY2e8ThAVs With credits to established researchers from @UniAuckland, @UTAS_, @OpenUniversity, VU University, @orygen_aus, Auckland University of Technology https://t.co/SKsGRTfcYH
Le potentiel des jeux vidéos, les serious games, pour la santé mentale. Ça a l’air prometteur, mais il reste encore pas mal de boulot ã faire https://t.co/u4Uly1SQGX
実際、勤務先に隣接してる大学で真剣に研究されてる。 https://t.co/Od7iJZyo63
RT @FrontiersIn: In a paper in @FrontPsychiatry, researchers illustrated the potential of serious #games & #gamification for #mentalhealth,…
In a paper in @FrontPsychiatry, researchers illustrated the potential of serious #games & #gamification for #mentalhealth, & highlighted there is serious work still to be done. Free read: https://t.co/fzCXaHWLwm Subscribe to #psychiatry article alerts: https://t.co/LwSUe0Ejoa https://t.co/B2vqk5Fj1Q
Frontiers | Serious Games and Gamification for Mental Health: Current Status and Promising Directions | Psychiatry https://t.co/QO2ZdaQvmW
Research Paper: Serious Games and Gamification for Mental Health: Current Status and Promising Directions https://t.co/H9NFxs36ot
Serious Games and Gamification for Mental Health: Current Status and Promising Directions https://t.co/ylIEdBtlLA #gamification #mentalhealth #گیمیفیکیشن https://t.co/Iy0QEXgwuG
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