Evidence map›Paper›PMID 40713720›Full record

ArticleJournal of eating disorders2025

The journey of playing: a qualitative evaluation of 'Maze Out,' a serious game for eating disorders.

Maria Mercedes Guala, Helene Nygaard Nielsen, Kim Bul, David Clinton, Martina Scarpelli, Regina Christiansen, Finn Skårderud, Anette Søgaard Nielsen

Abstract read
In one paragraph

Article in Journal of eating disorders, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing 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

2 citing papers in PubMed.

  1. Trial
  2. Article
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

8 authors.

Maria Mercedes GualaPsychiatric Research Unit, Institute of Clinical Research, Psychiatric Hospital, University of Southern Denmark, Region South Denmark, Odense, Denmark. mguala@health.sdu.dk.
Helene Nygaard NielsenPsychiatric Research Unit, Institute of Clinical Research, Psychiatric Hospital, University of Southern Denmark, Region South Denmark, Odense, Denmark.
Kim BulResearch Centre for Intelligent Healthcare, Coventry University, Coventry, UK.
David ClintonCentre for Eating Disorders Innovation (CEDI), Department of Medical Epidemiology and Biostatistics (MEB), Karolinska Institute, Stockholm, Sweden.
Martina ScarpelliResearch and Development Center for Digital Arts and Sciences, The Animation Workshop, VIA University College, Horsens, Denmark.
Regina ChristiansenPsychiatric Research Unit, Institute of Clinical Research, Psychiatric Hospital, University of Southern Denmark, Region South Denmark, Odense, Denmark.
Finn SkårderudPsychiatric Research Unit, Institute of Clinical Research, Psychiatric Hospital, University of Southern Denmark, Region South Denmark, Odense, Denmark.
Anette Søgaard NielsenPsychiatric Research Unit, Institute of Clinical Research, Psychiatric Hospital, University of Southern Denmark, Region South Denmark, Odense, Denmark.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundA critical barrier to adherence and engagement with digital mental health interventions is the lack of patient identification with these solutions, often due to designs that do not incorporate the patients' direct needs and perspectives. We investigated the experiences of Maze Out, a digital game co-produced by patients with eating disorders (EDs), clinicians working in the EDs field, and game experts when used as a therapeutic adjunct alongside treatment as usual (TAU).

methodsSeven patients over 18 years old with an ED diagnosis receiving TAU at treatment institutions in Denmark, along with two relatives, three clinicians, and two support workers (collectively referred to as caregivers), participated in semi-structured interviews. Data were analyzed separately for patients and caregivers. The analysis iwas focused on the overall experience of playing Maze Out, its impact on understanding interpersonal relationships with caregivers, and its potential to provide insights into EDs-related challenges. Additionally, we investigated whether Maze Out contributes to reducing the shame associated with EDs symptoms and behaviors.

resultsThree themes emerged for patients: (1) 'Joy of Playing: A Place Where You Can Be Yourself', (2) 'Good Enough: Autonomy Without Shame', and (3) 'Aha Experience: Insight and Courage to Think Differently'. For caregivers, three themes were also identified: (1) 'Understanding the ED Universe of Someone You Care ForFor, (2) 'A Place to Meet, and (3) 'Dialogue & Taboos. '

conclusionOur findings suggest that digital interventions for EDs should foster joy and promote patient autonomy. The game functioned as a transitional object, making the experience of EDs and their challenges more comprehensible and approachable. Tools like Maze Out can also help relatives, clinicians, and support workers better understand and gain the underlying causes of EDs, improving awareness and support.

Identifiers

PMID40713720
PMCPMC12297834

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LicenceCC BY-NC-ND
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Registered trials

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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.