Mentale Gesundheit spielerisch verbessern: Potenziale und Anforderungen digitaler Anwendungen
Publikation: Beitrag in Fachzeitschrift › Forschungsartikel › Beigetragen › Begutachtung
Beitragende
Abstract
Background: The healthcare sector is undergoing a digital transformation, characterized by the availability of new technologies, the dominance of digital media, and a growing interest in online health information. However, the digital transformation in healthcare is still less pronounced compared to the situation in other sectors. Digital transformation has multiple impacts at the societal, organizational, and individual levels, and can also lead to risks. Targeted prevention and health-promotion measures in the area of mental health are becoming increasingly important and can be enriched by playful concepts such as gamification. Objective: Against this background, this discussion paper highlights the potential of digital applications in prevention and health promotion in persons experiencing psychological stress through the use of gamified digital interventions. Materials and methods: This is a discussion paper based on a narrative literature review. Results: This article highlights how digitalization in healthcare can lead to new and creative approaches. Further, it focuses on the effects of gamified components in digital applications to improve mental wellbeing. Challenges such as privacy and user acceptance are also addressed. Conclusion: Gamified digital interventions have potential to promote mental health. In future research activities, particularly controlled trials are needed to confirm the effectiveness and cost effectiveness of gamified applications.
Details
Originalsprache | Deutsch |
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Fachzeitschrift | Pravention und Gesundheitsforderung |
Publikationsstatus | Elektronische Veröffentlichung vor Drucklegung - 5 Aug. 2024 |
Peer-Review-Status | Ja |
Externe IDs
ORCID | /0000-0003-3323-2492/work/175770871 |
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Schlagworte
Ziele für nachhaltige Entwicklung
ASJC Scopus Sachgebiete
Schlagwörter
- Digital transformation, Digitalization, eHealth, Games for health, Gamification