Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges

Psychiatry Res. 2021 Jan:295:113585. doi: 10.1016/j.psychres.2020.113585. Epub 2020 Nov 24.

Abstract

Human evolution has regularly intersected with technology. Digitalization of various services has brought a paradigm shift in consumerism. Treading this path, mental health practice has gradually moved to Digital Mental Health Interventions (DMHI), to improve service access and delivery. Applied games are one such innovation that has gained recent popularity in psychiatry. Based on the principles of gamification, they target psychosocial and cognitive domains, according to the deficits in various psychiatric disorders. They have been used to deliver cognitive behaviour therapy, cognitive training and rehabilitation, behavioural modification, social motivation, attention enhancement, and biofeedback. Research shows their utility in ADHD, autistic spectrum disorders, eating disorders, post-traumatic stress, impulse control disorders, depression, schizophrenia, dementia, and even healthy aging. Virtual reality and artificial intelligence have been used in conjunction with gaming interventions to improvise their scope. Even though these interventions hold promise in engagement, ease of use, reduction of stigma, and bridging the mental-health gap, there are pragmatic challenges, especially in developing countries. These include network quality, infrastructure, feasibility, socio-cultural adaptability, and potential for abuse. Keeping this in the background, this review summarizes the scope, promise, and evidence of digital gaming in psychiatric practice, and highlights the potential caveats in their implementation.

Keywords: Gamification; digital games; gaming interventions; mental health; psychiatry; review.

Publication types

  • Review

MeSH terms

  • Artificial Intelligence*
  • Attention
  • Humans
  • Mental Disorders / therapy*
  • Mental Health
  • Motivation
  • Psychiatry / methods*
  • Video Games*
  • Virtual Reality*