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DiGRA
Game-based digital mental health interventions blend serious games and gamification. They show promise for expanding treatment reach and engagement.
Key point. These interventions have not achieved wide market adoption due to challenges in development, implementation, and commercialization.
This paper, authored by Lauri Lukka of Aalto University, examines how game-based digital mental health interventions can be designed around user needs to address the global mental health crisis. Its central argument is that such interventions, which combine elements of serious games and gamification, show promise for expanding treatment reach and improving engagement, yet have not gained wide market adoption because of challenges in development, implementation, and commercialization. The work is framed as a triangulated program of three studies unified by a user-centric design philosophy, with the goal of producing interventions that clients find attractive, engaging, and effective within real clinical settings.
The first study proposes a theoretical framework, called TEME, organized around four themes: target audience, user engagement, mechanisms of action, and intervention effectiveness. It argues that developing these interventions requires reconciling the goal-driven, risk-averse culture of healthcare with the enjoyment-driven, iterative practices of entertainment game design. The second study is a qualitative interview study of 19 Finnish mental health professionals, identifying three core functions of their work (client communication, evaluation, and supporting therapeutic change) and finding that their digital tool use is highly adaptive but varies considerably. Professionals valued digital benefits yet worried that digital tools lack the interpersonal therapeutic interaction central to their practice, which complicates scalability goals.
The third study used a sequential mixed-methods design, interviewing 22 adults with major depressive disorder and then surveying 445 participants who had enrolled in a randomized controlled trial of a serious game for depression. Findings showed diverse symptom profiles suggesting transdiagnostic potential, long treatment histories favoring augmentation of existing therapies over replacement, and active video game playing that many participants used for self-managed symptom relief. The author concludes that these self-selected early adopters have important implications for intervention design aimed at real-world impact.
DiGRA · 2025