Ontology highlight
ABSTRACT: Background
Designers of digital interventions for mental health often leverage interactions from games because the intrinsic motivation that results from game-based interventions may increase participation and translate into improved treatment efficacy. However, there are outstanding questions about the suitability (eg, are desktop or mobile interventions more appropriate?) and intervention potential (eg, do people with depression activate enough to play?) of games for mental health.Objective
In this paper, we aimed to describe the presently unknown relationship between gaming activity and indicators of well-being so that designers make informed choices when designing game-based interventions for mental health.Methods
We gathered validated scales of well-being (Beck
SUBMITTER: Mandryk RL
PROVIDER: S-EPMC5418528 | biostudies-literature | 2017 Apr
REPOSITORIES: biostudies-literature