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Fei XX, Wang SQ, Li JY, Xu ZY, Wang JX, Gao YQ, Hu Y. Near-infrared spectroscopy in schizophrenia: A bibliometric perspective. World J Psychiatry 2024; 14:1755-1765. [PMID: 39564182 PMCID: PMC11572669 DOI: 10.5498/wjp.v14.i11.1755] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/03/2024] [Revised: 07/28/2024] [Accepted: 08/02/2024] [Indexed: 11/07/2024] Open
Abstract
BACKGROUND Compared with current methods used to assess schizophrenia, near-infrared spectroscopy (NIRS) has the advantages of providing noninvasive and real-time monitoring of functional activities of the brain and providing direct and objective assessment information. AIM To explore the research field of NIRS in schizophrenia from the perspective of bibliometrics. METHODS The Web of Science Core Collection was used as the search tool, and the last search date was April 21, 2024. Bibliometric indicators, such as the numbers of publications and citations, were recorded. Bibliometrix and VOS viewer were used for visualization analysis. RESULTS A total of 355 articles from 105 journals were included in the analysis. The overall trend of the number of research publications increased. Schizophrenia Research was identified as an influential journal in the field. Kasai K was one of the most influential and productive authors in this area of research. The University of Tokyo and Japan had the highest scientific output for an institution and a country, respectively. The top ten keywords were "schizophrenia", "activation", "near-infrared spectroscopy", "verbal fluency task", "cortex", "brain, performance", "working-memory", "brain activation", and "prefrontal cortex". CONCLUSION Our study reveals the evolution of knowledge and emerging trends in the field of NIRS in schizophrenia. the research focus is shifting from underlying disease characteristics to more in-depth studies of brain function and physiological mechanisms.
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Affiliation(s)
- Xin-Xing Fei
- Department of Psychiatry, Chengdu Eighth People's Hospital (Geriatric Hospital of Chengdu Medical College), Chengdu 610017, Sichuan Province, China
| | - Shi-Qi Wang
- Department of Rehabilitation Medicine Center and Institute of Rehabilitation Medicine, West China Hospital, Sichuan University, Chengdu 610041, Sichuan Province, China
- Key Laboratory of Rehabilitation Medicine in Sichuan Province, Chengdu 610041, Sichuan Province, China
| | - Ji-Yang Li
- Department of Rehabilitation Medicine, Sichuan Tianfu New Area People’s Hospital, Chengdu 610213, Sichuan Province, China
| | - Zhang-Yu Xu
- Department of Rehabilitation Medicine, The Affiliated Hospital of Southwest Medical University, Luzhou 646000, Sichuan Province, China
- Rehabilitation Medicine and Engineering Key Laboratory of Luzhou, Luzhou 646000, Sichuan Province, China
| | - Jian-Xiong Wang
- Department of Rehabilitation Medicine, The Affiliated Hospital of Southwest Medical University, Luzhou 646000, Sichuan Province, China
- Rehabilitation Medicine and Engineering Key Laboratory of Luzhou, Luzhou 646000, Sichuan Province, China
| | - Ya-Qian Gao
- Department of Rehabilitation Medicine, The First Affiliated Hospital of Chengdu Medical College, Chengdu 610599, Sichuan Province, China
| | - Yue Hu
- Department of Rehabilitation Medicine, The Affiliated Hospital of Southwest Medical University, Luzhou 646000, Sichuan Province, China
- Rehabilitation Medicine and Engineering Key Laboratory of Luzhou, Luzhou 646000, Sichuan Province, China
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V M AE, Pricilla SE, P M A, Prasanth K. Exploring Gamification and Serious Games for Mental Health: A Narrative Review. Cureus 2024; 16:e74637. [PMID: 39734952 PMCID: PMC11681964 DOI: 10.7759/cureus.74637] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/27/2024] [Indexed: 12/31/2024] Open
Abstract
The development of serious video games using gamification techniques and applying them to the management of mental health problems has emerged as one of the significant innovations in technology and mental health. However, various issues exist from the design stage of video games to the implementation stage, which can lead to problems with usability and accessibility and have non-beneficial effects on the individual. This review article provides an overview of various gamification technologies currently used in video games and virtual reality-based video games. It discusses their strengths and limitations in managing common mental health problems like depression, anxiety, and stress, as well as their application in non-communicable diseases such as cancer, diabetes, and obesity, along with improving psychosocial well-being. This article highlights the technology currently available and the need to address the lacunae in effectively utilizing technological advancement in the development of serious video games using gamification strategies to manage mental health problems.
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Affiliation(s)
| | | | - Aishwarya P M
- Community Medicine, Sree Balaji Medical College and Hospital, Chennai, IND
| | - Krishna Prasanth
- Community Medicine, Sree Balaji Medical College and Hospital, Chennai, IND
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Huot-Lavoie M, Desmeules C, Corbeil O, Béchard L, Brodeur S, Essiambre AM, Thériault C, Anderson E, Bachand L, Haider ZAA, Abdel-Baki A, Khazaal Y, Giroux I, Demers MF, Roy MA. Impact of gaming disorder on first episode psychosis patients' evolution: Protocol for a multicentered prospective study. Early Interv Psychiatry 2024; 18:439-445. [PMID: 38059702 DOI: 10.1111/eip.13482] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/19/2023] [Revised: 09/12/2023] [Accepted: 11/19/2023] [Indexed: 12/08/2023]
Abstract
AIMS The objective of this study is to underline the impact of Gaming Disorder on the clinical evolution of patients with First Episode Psychosis. The specific aims of the study are to determine the prevalence of gaming disorder among those patients and assess the consequences of gaming on their clinical trajectory. METHODS This is a prospective multicenter cohort study that will enrol 800 patients diagnosed with a first episode psychosis, with a follow-up period of up to 3 years. Using a systematic screening procedure for gaming disorder, the clinical staff will assess patients gaming habits at admission and every 6 months thereafter. Information from patients' medical records will also be extracted using the same timeframe. RESULTS The patients' characteristics at admission and during follow-up will be presented in the form of descriptive statistics and compared between different subgroups of patients using uni- and multivariate logistic regression models. Repeated measures ANCOVA will also be performed to analyse the impact of gaming disorders on patients' clinical path as assessed by the Positive and Negative Syndrome Scale and the Clinical Global Impression scale, considering covariates such as psychiatric diagnosis, pharmacological treatment, age, sex/gender, and duration of untreated psychosis. CONCLUSION These findings will guide the development of prevention, detection, and treatment strategies for the comorbidity between gaming disorder and first episode psychosis, ultimately improving the patients' recovery.
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Affiliation(s)
- Maxime Huot-Lavoie
- Faculty of Medicine, Université Laval, Quebec City, Quebec, Canada
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
| | - Charles Desmeules
- Faculty of Medicine, Université Laval, Quebec City, Quebec, Canada
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Service de médecine des addictions, Lausanne University Hospital Research Center, Lausanne, Switzerland
| | - Olivier Corbeil
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
- CHU de Québec-Université Laval Research Center, Université Laval, Quebec City, Quebec, Canada
| | - Laurent Béchard
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
- CHU de Québec-Université Laval Research Center, Université Laval, Quebec City, Quebec, Canada
| | - Sébastien Brodeur
- Faculty of Medicine, Université Laval, Quebec City, Quebec, Canada
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
| | - Anne-Marie Essiambre
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
- Faculty of Pharmacy, Université Laval, Quebec City, Quebec, Canada
| | - Chantale Thériault
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
| | - Elizabeth Anderson
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
- Faculty of Pharmacy, Université Laval, Quebec City, Quebec, Canada
| | - Lauryann Bachand
- Faculty of Pharmacy, Université Laval, Quebec City, Quebec, Canada
| | | | - Amal Abdel-Baki
- Centre Québécois d'Excellence pour la Prévention et le Traitement du Jeu, Université Laval, Quebec City, Quebec, Canada
- School of Psychology, Université Laval, Quebec City, Quebec, Canada
| | - Yasser Khazaal
- Faculty of Medicine, Department of Psychiatry, Université de Montréal, Montreal, Quebec, Canada
- Clinique JAP, Montreal University Hospital Research Center, Montreal, Quebec, Canada
| | - Isabelle Giroux
- Faculty of Pharmacy, Université Laval, Quebec City, Quebec, Canada
- Department of Psychiatry, Lausanne University, Lausanne, Switzerland
| | - Marie-France Demers
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
- CHU de Québec-Université Laval Research Center, Université Laval, Quebec City, Quebec, Canada
| | - Marc-André Roy
- Faculty of Medicine, Université Laval, Quebec City, Quebec, Canada
- CERVO Brain Research Centre, Université Laval, Quebec City, Quebec, Canada
- Clinique Notre-Dame des Victoires, Institut universitaire en santé mentale de Québec, Centre intégré universitaire en santé et services sociaux de la capitale nationale, Montreal, Quebec, Canada
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Lan L, Sikov J, Lejeune J, Ji C, Brown H, Bullock K, Spencer AE. A Systematic Review of using Virtual and Augmented Reality for the Diagnosis and Treatment of Psychotic Disorders. CURRENT TREATMENT OPTIONS IN PSYCHIATRY 2023; 10:1-21. [PMID: 37360960 PMCID: PMC10264872 DOI: 10.1007/s40501-023-00287-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Accepted: 04/24/2023] [Indexed: 06/28/2023]
Abstract
Objective Immersive virtual reality (VR) and augmented reality (AR) have the potential to improve the treatment and diagnosis of individuals experiencing psychosis. Although commonly used in creative industries, emerging evidence reveals that VR is a valuable tool to potentially improve clinical outcomes, including medication adherence, motivation, and rehabilitation. However, the efficacy and future directions of this novel intervention require further study. The aim of this review is to search for evidence of efficacy in enhancing existing psychosis treatment and diagnosis with AR/VR. Methods 2069 studies involving AR/VR as a diagnostic and treatment option were reviewed via PRISMA guidelines in five databases: PubMed, PsychInfo, Embase, and CINAHL. Results Of the initial 2069 articles, 23 original articles were eligible for inclusion. One study applied VR to the diagnosis of schizophrenia. Most studies demonstrated that the addition of VR therapies and rehabilitation methods to treatment-as-usual (medication, psychotherapy, social skills training) was more effective than traditional methods alone in treating psychosis disorders. Studies also support the feasibility, safety, and acceptability of VR to patients. No articles using AR as a diagnostic or treatment option were found. Conclusions VR is efficacious in diagnosing and treating individuals experiencing psychosis and is a valuable augmentation of evidence-based treatments. Supplementary Information The online version contains supplementary material available at 10.1007/s40501-023-00287-5.
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Affiliation(s)
- Lucy Lan
- Department of Psychiatry and Behavioral Sciences, Stanford University School of Medicine, 401 Quarry Rd, Stanford, CA 94304 USA
| | - Jennifer Sikov
- Department of Psychology, Florida International University, Miami, Fl USA
| | - Julia Lejeune
- Department of Psychology, University of Illinois Chicago, Chicago, IL USA
| | - Chelsea Ji
- Chronic Traumatic Encephalopathy Center, Boston University, Boston, MA USA
| | - Hannah Brown
- Department of Psychiatry, Boston Medical Center, Boston, MA USA
| | - Kim Bullock
- Department of Psychiatry and Behavioral Sciences, Stanford University School of Medicine, 401 Quarry Rd, Stanford, CA 94304 USA
| | - Andrea E. Spencer
- Department of Psychiatry and Behavioral Health, Northwestern University Feinberg School of Medicine, Chicago, IL USA
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Quiles C, Verdoux H. Benefits of video games for people with schizophrenia: a literature review. Curr Opin Psychiatry 2023; 36:184-193. [PMID: 36939366 DOI: 10.1097/yco.0000000000000867] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 03/21/2023]
Abstract
PURPOSE OF REVIEW In spite of the overwhelming concerns about the deleterious impact of exposure to video games, a growing body of evidence suggests that it may be of potential interest for therapeutic purposes, particularly in schizophrenia. As literature is rapidly evolving, we carried out a systematic review of recent articles on this issue. RECENT FINDINGS We identified seven studies published from 2017 to 2022 exploring the benefits of commercial video games in people with schizophrenia and related disorders regarding symptoms, cognition and functional outcome. Six studies used an RCT design. Associations between gaming and better outcomes were found in three main areas: physical condition (walking speed, aerobic fitness), neurocognition (processing speed, memory and executive functions), and social functioning, self-efficacy in daily life activities and quality of life. SUMMARY Active use of video games is associated with better aerobic fitness and cognitive performances. Video gaming may contribute to better functional outcome and quality of life in patients suffering from cognitive impairments and difficulties in social functioning. Persons with schizophrenia may benefit from using commercial video games because of their potential therapeutic impact on functioning and cognition.
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Affiliation(s)
- Clélia Quiles
- Charles Perrens Hospital Center
- University Bordeaux, Inserm, Bordeaux Population Health Research Center, Team Pharmacoepidemiology, UMR 1219, Bordeaux, France
| | - Hélène Verdoux
- University Bordeaux, Inserm, Bordeaux Population Health Research Center, Team Pharmacoepidemiology, UMR 1219, Bordeaux, France
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Molina R, Díaz-Oliván I, Girela B, Moreno M, Jiménez-Muñoz L, Delgado-Gómez D, Peñuelas-Calvo I, Baca-García E, Porras-Segovia A. Video Games as a Complementary Therapy for Schizophrenia: A Systematic Review. J Psychiatr Pract 2022; 28:143-155. [PMID: 35238826 DOI: 10.1097/pra.0000000000000614] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
Abstract
BACKGROUND Schizophrenia is a prevalent and serious disorder. Video games have shown potential as an aid in health care for people who suffer from schizophrenia. Although video games may contribute benefit in the treatment of schizophrenia, reviews on this topic are scarce. In this article, we systematically review the evidence concerning video game-based therapeutic interventions for people diagnosed with schizophrenia. METHODS This review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The review protocol was registered in the PROSPERO database. We searched 4 databases-PubMed, Web of Science, EMBASE, and clinicaltrials.gov-to identify original studies exploring video game-based therapeutic interventions for people with schizophrenia. RESULTS After initial screening, full-text review, and study selection, 11 articles were included in the review. Most studies used video consoles as the platform, with a minority using a personal computer. Video game-based therapeutic interventions were well accepted and generally effective in improving cognitive areas. CONCLUSIONS Cognitive training could be one of the main mechanisms underlying the usefulness and effectiveness of video game-based therapeutic interventions. Software optimization and greater collaboration between developers and health care professionals are some of the priorities for future research in this area.
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Wang X, Kou X, Meng X, Yu J. Effects of a virtual reality serious game training program on the cognitive function of people diagnosed with schizophrenia: A randomized controlled trial. Front Psychiatry 2022; 13:952828. [PMID: 35911215 PMCID: PMC9334918 DOI: 10.3389/fpsyt.2022.952828] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/25/2022] [Accepted: 06/28/2022] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Cognitive impairment persists through the course of schizophrenia and affects patients' activities of daily living. AIM This study aims to investigate the effects of a virtual reality (VR) serious game training program on the cognitive function of people diagnosed with schizophrenia. MATERIALS AND METHODS Sixty-four eligible people diagnosed with schizophrenia were recruited and randomly assigned to the intervention group (n = 31) and the control group (n = 33). The control group received standard psychiatric care. The intervention group was trained with an additional VR game twice a day for at least 10 days during hospitalization. Cognitive function was measured at enrollment and before discharge using the Brief Cognitive Assessment Tool for Schizophrenia. RESULTS Compared with those of the control group, the results of the working memory (t = 3.463, Cohen's d = 0.87, p = 0.001) and executive function (TMTA: Z = -2.272, Cohen's d = 0.59, p = 0.023; TMTB:Z = -2.365, Cohen's d = 0.62, p = 0.018) of the intervention group after intervention were significantly better. However, there was no significant difference in the results of social cognition (Z = -1.394, Cohen's d = 0.35, p = 0.163) between the two groups. CONCLUSION Intensive active virtual reality serious game training in addition to standard psychiatric care can significantly improve working memory and executive function in people diagnosed with schizophrenia. IMPLICATIONS FOR PRACTICE When helping improve the cognitive function of people diagnosed with schizophrenia, mental health professionals should identify cognitive domains to be enhanced and develop corresponding serious game training strategies.
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Affiliation(s)
- Xu Wang
- West China Hospital, Sichuan University, Chengdu, China.,West China School of Nursing, Sichuan University, Chengdu, China
| | - Xiaomin Kou
- West China Hospital, Sichuan University, Chengdu, China
| | - Xiandong Meng
- West China Hospital, Sichuan University, Chengdu, China
| | - Jianying Yu
- West China Hospital, Sichuan University, Chengdu, China
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Virtual Reality Rehabilitation's Impact on Negative Symptoms and Psychosocial Rehabilitation in Schizophrenia Spectrum Disorder: A Systematic Review. Healthcare (Basel) 2021; 9:healthcare9111429. [PMID: 34828476 PMCID: PMC8621037 DOI: 10.3390/healthcare9111429] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/08/2021] [Revised: 10/11/2021] [Accepted: 10/14/2021] [Indexed: 01/14/2023] Open
Abstract
Background: Schizophrenia is a chronic psychiatric disorder with symptoms that can severely affect patients’ quality of life. While drug administration inhibits most of the positive symptoms, it fails to effectively treat the negative symptoms and in turn relies on rehabilitation therapies. With technological progress, virtual reality (VR) has been the target of recent studies in terms of mental health rehabilitation and has been shown to be a tool with ecological validity in order to introduce the individual to situations similar to their daily life. Methods: From July to August 2021, we conducted a systematic review with the purpose of understanding the impact of virtual reality rehabilitation on negative symptoms and psychosocial rehabilitation in the schizophrenia spectrum. The searches were performed in the databases Web of Science, Scopus, and PubMed. Results: In our search, we identified 201 results, where 108 duplicates were excluded, resulting in a final balance of 93. After reading and assessing the titles and abstracts, 66 studies were excluded. Of the remaining 27 reports, 23 were excluded for not meeting the previously defined eligibility criteria, resulting in the inclusion of four studies in this systematic review. Conclusions: The available data on the specific topic was limited and could have been more complete. However, in our review, we were able to identify statistically relevant results demonstrating the effectiveness of intervention. We could find medium to large effects, allowing VR to be an ally for rehabilitation of symptoms related to schizophrenia.
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Ong DSM, Weibin MZ, Vallabhajosyula R. Serious games as rehabilitation tools in neurological conditions: A comprehensive review. Technol Health Care 2021; 29:15-31. [PMID: 32804107 DOI: 10.3233/thc-202333] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
BACKGROUND The use of serious games (SG) in rehabilitation has been on the rise in recent years and they are used as either a main interventional tool, or as an adjunct alongside conventional therapies. This is largely due to its virtue of being an electronic platform hence possessing game characteristics that facilitates patient progress. OBJECTIVE The present study aimed to provide a comprehensive review of the impact of SG on neurorehabilitation therapies as well as patients' perspectives on rehabilitation. METHODS The literature search was conducted in PubMed and Cochrane databases. The study was conducted in four different phases, consisting of the generation of MeSH terms and keywords, screening of articles, and data analysis based on the study characteristics. RESULTS This review included 47 studies that explored the use of custom designed experimental serious games (ESG) or commercially designed serious games (CSG) for rehabilitation in a few neurological conditions. The majority of CSG used Nintendo Wii as an adjunct to conventional therapies. Significant improvement in the primary outcomes such as motor functioning, balance, executive and cognitive functions were reported in 35 studies. 17 studies also indicated patient perspectives on rehabilitation. There was no difference between the overall impact of either CSG or ESG. CONCLUSION Evidently, SG are efficient exergame tools. However, future studies should explore patient perspectives that could help to design evidence-based games for rehabilitation purposes.
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Vajawat B, Varshney P, Banerjee D. Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges. Psychiatry Res 2021; 295:113585. [PMID: 33303223 DOI: 10.1016/j.psychres.2020.113585] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/12/2020] [Accepted: 11/20/2020] [Indexed: 12/12/2022]
Abstract
Human evolution has regularly intersected with technology. Digitalization of various services has brought a paradigm shift in consumerism. Treading this path, mental health practice has gradually moved to Digital Mental Health Interventions (DMHI), to improve service access and delivery. Applied games are one such innovation that has gained recent popularity in psychiatry. Based on the principles of gamification, they target psychosocial and cognitive domains, according to the deficits in various psychiatric disorders. They have been used to deliver cognitive behaviour therapy, cognitive training and rehabilitation, behavioural modification, social motivation, attention enhancement, and biofeedback. Research shows their utility in ADHD, autistic spectrum disorders, eating disorders, post-traumatic stress, impulse control disorders, depression, schizophrenia, dementia, and even healthy aging. Virtual reality and artificial intelligence have been used in conjunction with gaming interventions to improvise their scope. Even though these interventions hold promise in engagement, ease of use, reduction of stigma, and bridging the mental-health gap, there are pragmatic challenges, especially in developing countries. These include network quality, infrastructure, feasibility, socio-cultural adaptability, and potential for abuse. Keeping this in the background, this review summarizes the scope, promise, and evidence of digital gaming in psychiatric practice, and highlights the potential caveats in their implementation.
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Affiliation(s)
- Bhavika Vajawat
- Department of Psychiatry, National Institute of Mental Health and Neurosciences (NIMHANS), Bengaluru
| | - Prateek Varshney
- Department of Psychiatry, National Institute of Mental Health and Neurosciences (NIMHANS), Bengaluru
| | - Debanjan Banerjee
- Department of Psychiatry, National Institute of Mental Health and Neurosciences (NIMHANS), Bengaluru.
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Abstract
PURPOSE This study aims to investigate the willingness to pay (WTP) for a home-based rehabilitation service and explore the influencing factors of WTP among older adults in Shanghai, China. DESIGN A cross-sectional design was used. METHODS A questionnaire survey based on the contingent valuation method was conducted by face-to-face survey over 3 months. FINDINGS Only 242 (44%) participants were willing to pay for a home-based rehabilitation service. The median amount they were willing to pay was RMB 8 (US$1.15) per visit. Older adults who had higher monthly income, had at least one partner who worked, and had medical insurance were willing to pay more for the service. CONCLUSIONS Older adults showed low WTP for a home-based rehabilitation service. Economic status and health condition are the significant influencing factors of WTP. CLINICAL RELEVANCE Studies on recipients' precise needs and ability to pay are required before home-based services are implemented.
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Cugusi L, Prosperini L, Mura G. Exergaming for Quality of Life in Persons Living with Chronic Diseases: A Systematic Review and Meta-analysis. PM R 2020; 13:756-780. [PMID: 32592238 DOI: 10.1002/pmrj.12444] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/24/2019] [Revised: 06/11/2020] [Accepted: 06/19/2020] [Indexed: 12/21/2022]
Abstract
OBJECTIVE To evaluate the evidence of effectiveness of exergame-based rehabilitative interventions on health-related quality of life (HRQoL) in persons with chronic diseases. TYPE: Systematic review and meta-analysis. LITERATURE SURVEY Randomized and nonrandomized controlled trials of exergame rehabilitation interventions in populations with chronic diseases reporting HRQoL outcomes were identified by searching PubMed, Scopus, Physiotherapy Evidence Database (PEDro), Cochrane Central Register of Controlled Trials (CENTRAL), and Google Scholar, using keywords and MeSH terms for papers published between January 2005 and March 2019. METHODOLOGY Risk of bias was assessed by using the PEDro scale. The Grading of Recommendation, Assessment, Development and Evaluation (GRADE) system was used to score the quality of evidence. Pooled effects were reported as standardized mean differences (SMDs) or weighted mean difference (MDs) and 95% confidence intervals (CIs), using a random-effects model. Heterogeneity was weighted by inconsistency I2 tests. SYNTHESIS Thirty-four trials were identified (1594 participants). Overall, the evidence was low quality. Exergames significantly improved HRQoL in populations with chronic diseases, with a small effect size (32 studies; 1544 participants; SMD 0.24; 95% CI 0.1 to 0.4; I2 = 27%) and specifically in people with neurological disorders (20 studies, 956 participants, SMD 0.22; 95% CI 0.2 to 0.4; I2 = 49%), rheumatologic diseases (four studies, 210 participants, SMD 0.39; 95% CI 0.1 to 0.7; I2 = 4%), and cardiorespiratory and chronic metabolic conditions (five studies, 309 participants, SMD 0.23; 95% CI 0.0 to 0.5; I2 = 0%). Exergaming interventions in health care settings demonstrated similarly small but positive effects (22 studies, 905 participants, SMD 0.30; 95% CI 0.1 to 0.5; I2 = 41%), whereas those carried out in home-based contexts did not. CONCLUSIONS Exergame-based rehabilitative interventions performed in health care settings led to small but statistically significant improvements in HRQoL in persons with chronic diseases.
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Affiliation(s)
- Lucia Cugusi
- Department of Biomedical Sciences, University of Sassari, Sassari, Italy
| | - Luca Prosperini
- Department of Neurosciences, San Camillo-Forlanini Hospital, Rome, Italy
| | - Gioia Mura
- Department of Medical Sciences and Public Health, University of Cagliari, Cagliari, Italy
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Choi WT, Yu DK, Wong T, Lantta T, Yang M, Välimäki M. Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey. J Med Internet Res 2020; 22:e14865. [PMID: 32459646 PMCID: PMC7407262 DOI: 10.2196/14865] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2019] [Revised: 03/25/2020] [Accepted: 05/14/2020] [Indexed: 12/16/2022] Open
Abstract
Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). Results Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t86=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. Conclusions Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.
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Affiliation(s)
- William Th Choi
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
| | - Dan Ks Yu
- The Mental Health Association of Hong Kong, Hong Kong, Hong Kong
| | - Terry Wong
- New Life Psychiatric Rehabilitation Association, Hong Kong, Hong Kong
| | - Tella Lantta
- Department of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland
| | - Min Yang
- West China School of Public Health, Sichuan University Huaxi Medical Center, Sichuan, China.,Faculty of Health, Design and Art, Swinburne University of Technology, Melbourne, Australia
| | - Maritta Välimäki
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, Hong Kong.,Department of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland
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Abstract
OBJECTIVE The use of serious games and gamification to promote learning has a long history. More recently, serious games and gamification have been used in clinical settings to promote treatment and recovery. Yet there is little evidence to support their use with populations that experience serious mental illness. METHODS A scoping review was used to answer the following research question, What is the current state of knowledge about how games and gamification are used to promote treatment of serious mental illness? Scoping reviews clarify, define, and develop conceptual boundaries within a topic area. Twenty studies were identified and reviewed by using thematic content analysis. RESULTS A range of game types, formats, and technology were assessed. Six themes emerged from analysis. Serious games and the use of gamification to promote treatment have potential to engage persons with serious mental illness in game content and promote treatment outcomes. Game design that supported clear instruction, a coherent narrative, a smooth interface between mechanics and play, and service user involvement early in the process of game design were important for the successful promotion of engagement and learning. Games reviewed offered the opportunity for problem solving, collaboration, and goal-oriented activity that supported the delivery of therapeutic outcomes. CONCLUSIONS The use of serious games and gamification to promote treatment of serious mental illness had high levels of feasibility and acceptability among both users and providers. The potential treatment value of games, however, is dependent on key features related to the games' design, operation, and rationale.
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Affiliation(s)
- Martin Fitzgerald
- School of Allied Health Professions and Midwifery, University of Bradford, Bradford, United Kingdom (Fitzgerald); Pennine Care National Health Service Foundation Trust, Lancashire, United Kingdom (Fitzgerald, Ratcliffe)
| | - Gemma Ratcliffe
- School of Allied Health Professions and Midwifery, University of Bradford, Bradford, United Kingdom (Fitzgerald); Pennine Care National Health Service Foundation Trust, Lancashire, United Kingdom (Fitzgerald, Ratcliffe)
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Mirbagheri M, Hakimi N, Ebrahimzadeh E, Setarehdan SK. Quality analysis of heart rate derived from functional near-infrared spectroscopy in stress assessment. INFORMATICS IN MEDICINE UNLOCKED 2020. [DOI: 10.1016/j.imu.2019.100286] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/01/2023] Open
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