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Create free accountWhitepaperJMIR Serious Games
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The serious game Silver serves as a digital intervention designed to mitigate cognitive vulnerability in adolescents aged 12 to 16 by teaching them to identify and manage cognitive distortions. By integrating principles of cognitive behavioral therapy into an interactive format, the platform aims to provide a scalable, accessible tool for mental health prevention. The primary thesis posits that gamified psychological training can effectively reduce the prevalence of automatic negative thoughts among youth, thereby fostering healthier cognitive patterns.
Empirical data from a pilot study involving 630 participants demonstrate statistically significant improvements in the recognition of cognitive distortions and a measurable decrease in their frequency following a one-week engagement period. These findings suggest that serious games hold substantial promise as adjuncts to traditional psychiatric care. However, the study also highlights critical limitations, including high attrition rates driven by technical barriers and accessibility challenges. Furthermore, the reliance on a convenience sample without a control group necessitates caution when interpreting the long-term clinical impact of the intervention.
While the prototype validates the potential for digital psychiatry to address adolescent anxiety and depression, the current iteration faces significant engagement hurdles. Participants frequently reported the experience as monotonous, indicating that the existing game mechanics are insufficient to sustain long-term interest. Future development must prioritize the diversification of gameplay elements and the streamlining of user interfaces to improve retention. To move beyond preliminary validation, subsequent research should employ randomized controlled trials to establish the efficacy and clinical durability of such interventions within the broader mental health landscape.
European Conference on Games Based Learning (ECGBL) · 2025