Introducing Gamification for Advancing Current Mental Healthcare and Treatment Practices

Sinha, Nidhi (2021) Introducing Gamification for Advancing Current Mental Healthcare and Treatment Practices. In: IoT in Healthcare and Ambient Assisted Living. Springer Science and Business Media Deutschland GmbH, pp. 223-241.

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Abstract

Given the alarming rise in the mental health issues among individuals of all age groups, it somehow becomes imperative to find novel solutions to deal with the existing global mental health crisis. Since affective and cognitive processes largely define our behavioral goals and tendencies, gamification has garnered immense interest among the mental health research community as a potential methodology to help modify any maladaptive perception, cognition, and behavior. Applying gaming in a therapeutic environment, undoubtedly, comes with a diverse set of advantages, which ranges from automatic tapping into the internal psychological mechanisms to increasing motivation to change, among many others. Thus, the advances in gamification elements have provided a straight revelation about the future directions of assessment, diagnosis, and treatment of various mental health conditions. With a brief introduction to the existing application of gamification in primary healthcare sectors, the present chapter will, therefore, aim to extend the scope of gamification to improve mental health issues. An extensive review of literature in this field will further educate readers about the popular domains in mental health, which currently apply gamification app technologies. This chapter will also attempt to provide empirical instances to suggest how gamification can improve the non-compliance rate to therapies as well as motivation to induce behavioral changes. The primary focus of this chapter is to enlighten its readers on how gamification using mobile and computer apps can digitally enhance and aid the present-day mental health diagnosis and treatment practices. This advancement will hopefully allow mental health experts, therapists, and psychologists to move beyond traditional psychotherapeutic interventions and diagnostic methods to a better and futuristic approach to understanding and treating clinical disorders. Furthermore, future implications and challenges will also be discussed. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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IITH Creators:
IITH CreatorsORCiD
Item Type: Book Section
Uncontrolled Keywords: Computerized CBT; E-therapy; Gamification and mental health; Gamified apps; Mental health; Mental health apps; VR exposure therapy
Subjects: Arts > Liberal arts
Divisions: Department of Liberal Arts
Depositing User: . LibTrainee 2021
Date Deposited: 01 Sep 2022 06:06
Last Modified: 01 Sep 2022 06:06
URI: http://raiithold.iith.ac.in/id/eprint/10365
Publisher URL: http://doi.org/10.1007/978-981-15-9897-5_11
OA policy: https://v2.sherpa.ac.uk/id/publication/32441
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