Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.

Journal: JMIR mental health
PMID:

Abstract

BACKGROUND: The effects of traditional health-promoting and preventive interventions in mental health and mental health literacy are often attenuated by low adherence and user engagement. Gamified approaches such as serious games (SGs) may be useful to reach and engage youth for mental health prevention and promotion.

Authors

  • Michael Zeiler
    Medical University of Vienna, Department for Child and Adolescent Psychiatry, Vienna, Austria.
  • Sandra Vögl
    Medical University of Vienna, Department for Child and Adolescent Psychiatry, Vienna, Austria.
  • Ursula Prinz
    Ferdinand Porsche FERNFH - Distance Learning University of Applied Sciences, Wiener Neustadt, Austria.
  • Nino Werner
    Ferdinand Porsche FERNFH - Distance Learning University of Applied Sciences, Wiener Neustadt, Austria.
  • Gudrun Wagner
    Medical University of Vienna, Department for Child and Adolescent Psychiatry, Vienna, Austria.
  • Andreas Karwautz
    Medical University of Vienna, Department for Child and Adolescent Psychiatry, Vienna, Austria.
  • Natalie Zeller
    Medical University of Vienna, Department for Child and Adolescent Psychiatry, Vienna, Austria.
  • Lorenz Ackermann
    Medical University of Vienna, Department for Child and Adolescent Psychiatry, Vienna, Austria.
  • Karin Waldherr
    Ferdinand Porsche FERNFH - Distance Learning University of Applied Sciences, Wiener Neustadt, Austria.