Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study

BackgroundDepression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the eff...

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Main Authors: Arka Ghosh, Jagriti Agnihotri, Sradha Bhalotia, Bharat Kumar Sati, Latika Agarwal, Akash A, Swastika Tandon, Komal Meena, Shreyash Raj, Yatin Azad, Silky Gupta, Nitin Gupta
Format: Article
Language:English
Published: JMIR Publications 2023-05-01
Series:JMIR Serious Games
Online Access:https://games.jmir.org/2023/1/e37105
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author Arka Ghosh
Jagriti Agnihotri
Sradha Bhalotia
Bharat Kumar Sati
Latika Agarwal
Akash A
Swastika Tandon
Komal Meena
Shreyash Raj
Yatin Azad
Silky Gupta
Nitin Gupta
author_facet Arka Ghosh
Jagriti Agnihotri
Sradha Bhalotia
Bharat Kumar Sati
Latika Agarwal
Akash A
Swastika Tandon
Komal Meena
Shreyash Raj
Yatin Azad
Silky Gupta
Nitin Gupta
author_sort Arka Ghosh
collection DOAJ
description BackgroundDepression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized cognitive behavioral therapy–based interventions, their uptake is low and dropout rates are high. Cognitive bias modification (CBM) paradigms provide a complementary approach to digital interventions for depression. However, interventions based on CBM paradigms have been reported to be repetitive and boring. ObjectiveIn this paper, we described the conceptualization, design, and acceptability of serious games based on CBM paradigms and the learned helplessness paradigm. MethodsWe searched the literature for CBM paradigms that were shown to be effective in reducing depressive symptoms. For each of the CBM paradigms, we ideated how to create a game so that the gameplay was engaging while the active therapeutic component remained unchanged. ResultsWe developed 5 serious games based on the CBM paradigms and the learned helplessness paradigm. The games include various core elements of gamification, such as goals, challenges, feedback, rewards, progress, and fun. Overall, the games received positive acceptability ratings from 15 users. ConclusionsThese games may help improve the effectiveness and engagement levels of computerized interventions for depression.
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spelling doaj.art-68f8e6feca7f4f8795e09138d5a062ff2023-08-28T23:51:38ZengJMIR PublicationsJMIR Serious Games2291-92792023-05-0111e3710510.2196/37105Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability StudyArka Ghoshhttps://orcid.org/0000-0003-0702-258XJagriti Agnihotrihttps://orcid.org/0000-0002-7527-7392Sradha Bhalotiahttps://orcid.org/0009-0005-4506-4133Bharat Kumar Satihttps://orcid.org/0009-0005-2649-8892Latika Agarwalhttps://orcid.org/0009-0003-0116-2503Akash Ahttps://orcid.org/0000-0001-7579-7913Swastika Tandonhttps://orcid.org/0009-0002-1926-6872Komal Meenahttps://orcid.org/0009-0003-2250-9270Shreyash Rajhttps://orcid.org/0009-0001-2438-0971Yatin Azadhttps://orcid.org/0000-0002-3621-8584Silky Guptahttps://orcid.org/0009-0004-1502-5881Nitin Guptahttps://orcid.org/0000-0002-8408-3848 BackgroundDepression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on computerized cognitive behavioral therapy. Despite the efficacy of computerized cognitive behavioral therapy–based interventions, their uptake is low and dropout rates are high. Cognitive bias modification (CBM) paradigms provide a complementary approach to digital interventions for depression. However, interventions based on CBM paradigms have been reported to be repetitive and boring. ObjectiveIn this paper, we described the conceptualization, design, and acceptability of serious games based on CBM paradigms and the learned helplessness paradigm. MethodsWe searched the literature for CBM paradigms that were shown to be effective in reducing depressive symptoms. For each of the CBM paradigms, we ideated how to create a game so that the gameplay was engaging while the active therapeutic component remained unchanged. ResultsWe developed 5 serious games based on the CBM paradigms and the learned helplessness paradigm. The games include various core elements of gamification, such as goals, challenges, feedback, rewards, progress, and fun. Overall, the games received positive acceptability ratings from 15 users. ConclusionsThese games may help improve the effectiveness and engagement levels of computerized interventions for depression.https://games.jmir.org/2023/1/e37105
spellingShingle Arka Ghosh
Jagriti Agnihotri
Sradha Bhalotia
Bharat Kumar Sati
Latika Agarwal
Akash A
Swastika Tandon
Komal Meena
Shreyash Raj
Yatin Azad
Silky Gupta
Nitin Gupta
Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
JMIR Serious Games
title Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
title_full Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
title_fullStr Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
title_full_unstemmed Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
title_short Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study
title_sort serious games based on cognitive bias modification and learned helplessness paradigms for the treatment of depression design and acceptability study
url https://games.jmir.org/2023/1/e37105
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