Abstract
Mental health conditions in children and adolescents have wide-ranging effects, limiting
opportunities for future productive lives. While there has been an upsurge of interest
in using games for learning, gamification to optimize health outcomes is worth reviewing
when this approach to address mental health conditions is in its infancy. A literature
search was conducted with two hundred and fifteen articles involving participants
up to 19 years of age with diagnosable mental health conditions, involving the concept
of game design elements to motivate health in the context of comparing gamification
and non-gamification approaches were retrieved after employing Boolean operators and
pre-determined search strategies. Literature of participants with addiction to alcohol
or substance use and organic brain issues were excluded as their mental health recovery
differed regardless of gamification impact. Findings, extracted from 8 included articles
following rigorous screening and critical appraisal, showed that gamification to relieve
mental health symptoms were conducted via mobile devices or computers. Key features
of the games involved applications or video where players with mental health conditions
took on roles in a virtual world with narratives. Real-life knowledge and skills to
manage the symptoms of mental health conditions were learned in the process as players
leveled up in the game. Only one study utilized gamification platforms that could
detect breathing changes but it was shown to be only helpful towards relief of anxiety
symptoms. Nevertheless, the potential for gamification for mental health outcomes
remains promising.
Keywords
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Article info
Publication history
Published online: July 10, 2022
Accepted:
July 3,
2022
Received in revised form:
May 26,
2022
Received:
December 17,
2021
Footnotes
☆The author has no conflict of interest to disclose.
☆The author would like to acknowledge the Nursing team at the Institute of Mental Health for their support.
Identification
Copyright
© 2022 Elsevier Inc. All rights reserved.