Online Prevention and Early Intervention in the Field of Psychiatry Using Gamification in Internet Interventions: Practical Experience with a Program Targeting Eating Disorders in Czech Republic
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11110%2F16%3A10361638" target="_blank" >RIV/00216208:11110/16:10361638 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.4018/978-1-4666-9522-1.ch017" target="_blank" >http://dx.doi.org/10.4018/978-1-4666-9522-1.ch017</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.4018/978-1-4666-9522-1.ch017" target="_blank" >10.4018/978-1-4666-9522-1.ch017</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Online Prevention and Early Intervention in the Field of Psychiatry Using Gamification in Internet Interventions: Practical Experience with a Program Targeting Eating Disorders in Czech Republic
Popis výsledku v původním jazyce
Many individuals, who suffer from mental disorders, seek professional help late or not at all, which increases the risk of chronification and reduces the chance of recovery. Insufficient services in the place of living, lack of information, shame and fear of stigmatization often prevent seeking help. The potential to reduce these barriers can be seen in anonymous Internet interventions, many of them were proved to be effective. The main problem reported across the studies is low actual use of the programs when disseminated to the public. Gamification and serious computer games is seen to have the potential to increase user satisfaction with Internet interventions, motivation to use the programs and thus affect possible outcomes. We show examples of games targeting mental health improvement and awareness that have been scientifically evaluated. We also provide our experience with the development of a game targeting prevention and early intervention for eating disorders, disseminated in the Czech Republic together with the European prevention program ProYouth.
Název v anglickém jazyce
Online Prevention and Early Intervention in the Field of Psychiatry Using Gamification in Internet Interventions: Practical Experience with a Program Targeting Eating Disorders in Czech Republic
Popis výsledku anglicky
Many individuals, who suffer from mental disorders, seek professional help late or not at all, which increases the risk of chronification and reduces the chance of recovery. Insufficient services in the place of living, lack of information, shame and fear of stigmatization often prevent seeking help. The potential to reduce these barriers can be seen in anonymous Internet interventions, many of them were proved to be effective. The main problem reported across the studies is low actual use of the programs when disseminated to the public. Gamification and serious computer games is seen to have the potential to increase user satisfaction with Internet interventions, motivation to use the programs and thus affect possible outcomes. We show examples of games targeting mental health improvement and awareness that have been scientifically evaluated. We also provide our experience with the development of a game targeting prevention and early intervention for eating disorders, disseminated in the Czech Republic together with the European prevention program ProYouth.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
—
OECD FORD obor
30215 - Psychiatry
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2016
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
ISBN
978-1-4666-9522-1
Počet stran výsledku
32
Strana od-do
358-389
Počet stran knihy
636
Název nakladatele
IGI Global
Místo vydání
Hershey, PA
Kód UT WoS kapitoly
—