The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study

Abstract Background Digital interventions are typically evaluated by their effectiveness and engagement, while the characteristics of patients who perceive them to be attractive have remained poorly understood. This challenges user-centered intervention development but also presents an avenue to imp...

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Main Authors: Lauri Lukka, Antti Salonen, Maria Vesterinen, Veli-Matti Karhulahti, Satu Palva, J. Matias Palva
Format: Article
Language:English
Published: BMC 2023-09-01
Series:BMC Digital Health
Subjects:
Online Access:https://doi.org/10.1186/s44247-023-00037-w
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author Lauri Lukka
Antti Salonen
Maria Vesterinen
Veli-Matti Karhulahti
Satu Palva
J. Matias Palva
author_facet Lauri Lukka
Antti Salonen
Maria Vesterinen
Veli-Matti Karhulahti
Satu Palva
J. Matias Palva
author_sort Lauri Lukka
collection DOAJ
description Abstract Background Digital interventions are typically evaluated by their effectiveness and engagement, while the characteristics of patients who perceive them to be attractive have remained poorly understood. This challenges user-centered intervention development but also presents an avenue to improve intervention efficacy and engagement. Our objective was to characterize people to whom game-based interventions appeal to with a focus on their mental health backgrounds and prior digital game experiences. Methods We performed a sequential mixed methods study with adults suffering from major depressive disorder (MDD) who participated in a randomized controlled clinical trial studying the effectiveness of a game-based digital intervention for depression. First, randomly chosen participants were interviewed (N = 22), and the transcribed data were analyzed inductively. Then, focusing on the themes established through the interview data, we triangulated the findings using complementary questionnaire data (N = 445). Results The interview data yielded four themes that we illuminated with quantified questionnaire data. (T1) The participants had enduring and diverse psychiatric symptomology: 73% had been diagnosed with a comorbid disorder in addition to depression. (T2) Participants had received at least some treatments that had not led to full remission of depression. 92% currently received therapeutic support, psychiatric medication, or both. (T3) Many participants had close relationships with digital gaming and played actively: on average, for 13 h a week on various gaming platforms and in various genres. (T4) Some participants used gaming to manage their psychiatric symptoms, and 76% found that playing helped them feel better. Conclusions Identifying and characterizing people attracted to game-based therapeutic interventions can catalyze intervention development and improve their efficacy. We found that game-based interventions have appealing potential across diverse psychiatric symptoms and for people with prior or existing treatments. Game-based interventions may appeal particularly to active players and offer a promising alternative to the self-treatment usage of entertainment games.
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spelling doaj.art-9269efd2db1549cfaa189114d5e2b3082023-11-20T10:59:57ZengBMCBMC Digital Health2731-684X2023-09-011111810.1186/s44247-023-00037-wThe qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods studyLauri Lukka0Antti Salonen1Maria Vesterinen2Veli-Matti Karhulahti3Satu Palva4J. Matias Palva5Department of Neuroscience and Biomedical Engineering, Aalto UniversityDepartment of Neuroscience and Biomedical Engineering, Aalto UniversityDepartment of Neuroscience and Biomedical Engineering, Aalto UniversityDepartment of Music, Art and Culture Studies, University of JyväskyläNeuroscience Center, Helsinki Institute of Life Science, University of HelsinkiDepartment of Neuroscience and Biomedical Engineering, Aalto UniversityAbstract Background Digital interventions are typically evaluated by their effectiveness and engagement, while the characteristics of patients who perceive them to be attractive have remained poorly understood. This challenges user-centered intervention development but also presents an avenue to improve intervention efficacy and engagement. Our objective was to characterize people to whom game-based interventions appeal to with a focus on their mental health backgrounds and prior digital game experiences. Methods We performed a sequential mixed methods study with adults suffering from major depressive disorder (MDD) who participated in a randomized controlled clinical trial studying the effectiveness of a game-based digital intervention for depression. First, randomly chosen participants were interviewed (N = 22), and the transcribed data were analyzed inductively. Then, focusing on the themes established through the interview data, we triangulated the findings using complementary questionnaire data (N = 445). Results The interview data yielded four themes that we illuminated with quantified questionnaire data. (T1) The participants had enduring and diverse psychiatric symptomology: 73% had been diagnosed with a comorbid disorder in addition to depression. (T2) Participants had received at least some treatments that had not led to full remission of depression. 92% currently received therapeutic support, psychiatric medication, or both. (T3) Many participants had close relationships with digital gaming and played actively: on average, for 13 h a week on various gaming platforms and in various genres. (T4) Some participants used gaming to manage their psychiatric symptoms, and 76% found that playing helped them feel better. Conclusions Identifying and characterizing people attracted to game-based therapeutic interventions can catalyze intervention development and improve their efficacy. We found that game-based interventions have appealing potential across diverse psychiatric symptoms and for people with prior or existing treatments. Game-based interventions may appeal particularly to active players and offer a promising alternative to the self-treatment usage of entertainment games.https://doi.org/10.1186/s44247-023-00037-wDigital mental health interventionsUser-centered designMixed methods studySerious gamesIntervention developmentDepression
spellingShingle Lauri Lukka
Antti Salonen
Maria Vesterinen
Veli-Matti Karhulahti
Satu Palva
J. Matias Palva
The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study
BMC Digital Health
Digital mental health interventions
User-centered design
Mixed methods study
Serious games
Intervention development
Depression
title The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study
title_full The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study
title_fullStr The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study
title_full_unstemmed The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study
title_short The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study
title_sort qualities of patients interested in using a game based digital mental health intervention for depression a sequential mixed methods study
topic Digital mental health interventions
User-centered design
Mixed methods study
Serious games
Intervention development
Depression
url https://doi.org/10.1186/s44247-023-00037-w
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