Articles
18 April 2016
Vol. 19 No. 1 (2016): Special issue on Qualitative and Quantitative Research in Child and Adolescent Psychotherapy: part 2

Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression

Publisher's note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
7837
Views
2344
Downloads
826
HTML

Authors

While many adolescent patients resistantly engage in psychotherapy, they are attracted by new technologies and video games. A development and research project was implemented to design an online adventure video game as a psychotherapeutic tool for depressed adolescents and to evaluate its acceptability. The game design followed the narrative structure of the hero’s journey and ideas from the cognitive behavioral and interpersonal psychotherapy models for depression. Five psychotherapists and fifteen of their female adolescent patients with symptoms of depression tested the game. Some patients valued the video game in terms of learning helpful social and mental health-related behaviors. Therapists manifested that a video game like Maya could be a useful complementary tool for psychotherapy of adolescent girls. The study suggests that future developments of video games for mental health are worthwhile and it provides some ideas on how to incorporate psychotherapeutic notions in ludic environments.

Altmetrics

Downloads

Download data is not yet available.

Citations

How to Cite



Acceptability of an adventure video game in the treatment of female adolescents with symptoms of depression. (2016). Research in Psychotherapy: Psychopathology, Process and Outcome, 19(1). https://doi.org/10.4081/ripppo.2016.182