Evidence map›Paper›PMID 39734952›Full record

ReviewCureus2024

Exploring Gamification and Serious Games for Mental Health: A Narrative Review.

Anantha Eashwar V M, Shirley Esther Pricilla, Aishwarya P M, Krishna Prasanth

Abstract readReview
In one paragraph

Review in Cureus, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Anantha Eashwar V MCommunity Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
Shirley Esther PricillaCommunity Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
Aishwarya P MCommunity Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
Krishna PrasanthCommunity Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

depressiongamification techniquemental health appsmental health problemsvideo games

Identifiers

PMID39734952
PMCPMC11681964

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.