@文章{info:doi/ 10.21960 /36820,作者=“Minian, Nadia和sava, Anika和Gayapersad, Allison和Dragonetti, Rosa和Proulx, Catherine和Debergue, Patricia和Lecce, Julia和Hussain, Sarwar和Desjardins, Eric和Selby, Peter”,标题=“从公平的角度看电子游戏减轻大流行相关压力:开发和可用性研究”,期刊=“JMIR Form Res”,年=“2022”,月=“5”,日=“12”,体积=“6”,数字=“5”,页数=“e36820”,关键词=“电子游戏;认知行为疗法;可用性研究;自理;数字健康;技术基础设施;视频游戏开发;用户参与;用户感知;COVID-19; Mental health; mental health care system; depression; anxiety; digital therapy", abstract="Background: The emergence of the novel coronavirus (COVID-19) has introduced additional pressures on an already fragile mental health care system due to a significant rise in depression, anxiety, and stress among Canadians. Although cognitive behavioral therapy (CBT) is known to be an efficacious treatment to reduce such mental health issues, few people have access to CBT in an engaging and sustainable manner. To address this gap, a collaboration between the Centre for Addiction and Mental Health (CAMH) and the National Research Council of Canada (NRC) developed CBT-based self-led, online, clinician-tested modules in the form of a video game, named Legend of Evelys, and evaluated its usability in the attenuation of a COVID-19--related increase in stress. Objective: We here present the conceptualization and design of new self-care modules in the form of a video game, its implementation in a technological infrastructure, and inclusivity and privacy considerations that informed the development. A usability study of the modules was performed to assess the video game's usability, user engagement, and user perceptions. Methods: The development of the video game involved establishment of a technology infrastructure for secure implementation of the software for the modules and a clinician-led assessment of the clinical utility of these modules through two ``whiteboard'' sessions. The usability study was informed by a mixed methods sequential explanatory design to evaluate the intervention of the mobile app through two distinct phases: quantitative data collection using in-app analytics data and two surveys, followed by qualitative data collection by semistructured interviews. Results: A total of 32 participants trialed the app for 2 weeks. They used the video game an average of six times and rated the game as ``good'' based on the Systems Usability Scale score. In terms of stress reduction, the study demonstrated a significant difference in the participants' Perceived Stress Scale score at baseline (mean 22.14, SD 6.187) compared with that at the 2-week follow-up (mean 18.04, SD 6.083; t27=3.628, P=.001). Qualitative interviews helped participants identify numerous functionality issues and provided specific recommendations, most of which were successfully integrated into the video game for future release. Conclusions: Through this collaboration, we have established that it is possible to incorporate CBT exercises into a video game and have these exercises adopted to address stress. While video games are a promising strategy to help people with their stress and anxiety, there is a further need to examine the real-world effectiveness of the Legend of Evelys in reducing anxiety. ", issn="2561-326X", doi="10.2196/36820", url="https://formative.www.mybigtv.com/2022/5/e36820", url="https://doi.org/10.2196/36820", url="http://www.ncbi.nlm.nih.gov/pubmed/35413001" }
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