Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression

While many adolescent patients resistantly engage in psychotherapy, they are attracted by new technologies and video games. A development and research project was implemented to design an online adventure video game as a psychotherapeutic tool for depressed adolescents and to evaluate its acceptabil...

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Bibliographic Details
Main Author: Alvaro E. Carrasco
Format: Article
Language:English
Published: PAGEPress Publications 2016-04-01
Series:Research in Psychotherapy
Subjects:
Online Access:https://www.researchinpsychotherapy.org/index.php/rpsy/article/view/182
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spelling doaj-d6f2aa8cc9134285a3c0c23667f36b122020-11-25T03:18:53ZengPAGEPress PublicationsResearch in Psychotherapy2499-75522239-80312016-04-0119110.4081/ripppo.2016.182Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depressionAlvaro E. Carrasco0Faculty of Medicine, University of Chile, SantiagoWhile many adolescent patients resistantly engage in psychotherapy, they are attracted by new technologies and video games. A development and research project was implemented to design an online adventure video game as a psychotherapeutic tool for depressed adolescents and to evaluate its acceptability. The game design followed the narrative structure of the hero’s journey and ideas from the cognitive behavioral and interpersonal psychotherapy models for depression. Five psychotherapists and fifteen of their female adolescent patients with symptoms of depression tested the game. Some patients valued the video game in terms of learning helpful social and mental health-related behaviors. Therapists manifested that a video game like Maya could be a useful complementary tool for psychotherapy of adolescent girls. The study suggests that future developments of video games for mental health are worthwhile and it provides some ideas on how to incorporate psychotherapeutic notions in ludic environments.https://www.researchinpsychotherapy.org/index.php/rpsy/article/view/182Psychotherapy researchAdolescent psychotherapyVideo gamesDepression
collection DOAJ
language English
format Article
sources DOAJ
author Alvaro E. Carrasco
spellingShingle Alvaro E. Carrasco
Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
Research in Psychotherapy
Psychotherapy research
Adolescent psychotherapy
Video games
Depression
author_facet Alvaro E. Carrasco
author_sort Alvaro E. Carrasco
title Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
title_short Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
title_full Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
title_fullStr Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
title_full_unstemmed Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
title_sort acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression
publisher PAGEPress Publications
series Research in Psychotherapy
issn 2499-7552
2239-8031
publishDate 2016-04-01
description While many adolescent patients resistantly engage in psychotherapy, they are attracted by new technologies and video games. A development and research project was implemented to design an online adventure video game as a psychotherapeutic tool for depressed adolescents and to evaluate its acceptability. The game design followed the narrative structure of the hero’s journey and ideas from the cognitive behavioral and interpersonal psychotherapy models for depression. Five psychotherapists and fifteen of their female adolescent patients with symptoms of depression tested the game. Some patients valued the video game in terms of learning helpful social and mental health-related behaviors. Therapists manifested that a video game like Maya could be a useful complementary tool for psychotherapy of adolescent girls. The study suggests that future developments of video games for mental health are worthwhile and it provides some ideas on how to incorporate psychotherapeutic notions in ludic environments.
topic Psychotherapy research
Adolescent psychotherapy
Video games
Depression
url https://www.researchinpsychotherapy.org/index.php/rpsy/article/view/182
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