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Improving Mental Health by Sharing Knowledge Evidence-based games for mental health in youth Rutger Engels

Games for Health - Rutger Engels - Developing games for emotional health of children and adolescents

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Page 1: Games for Health - Rutger Engels - Developing games for emotional health of children and adolescents

Improving Mental Health by Sharing Knowledge

Evidence-basedgames for mentalhealth in youth

Rutger Engels

Page 2: Games for Health - Rutger Engels - Developing games for emotional health of children and adolescents
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Together with prof. Isabel Granic

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Adam Lobel

Elke Schoneveld

Marlou Poppelaars

Lieke Wijnhoven

Angela Schuurmans

Geert Verheijen

And..

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And..

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Why mental health?

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1. High prevalence. One out of 4 adults become depressed in their life (NEMESIS, 2013)

2. High individual costs. Mental health disorders are the leading causes of disability adjusted life years (DALYs) worldwide (WHO, 2011)

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3. High costs for employers

Top 3 of causes of # sick days (NEMESIS, 2011):

1. Depression

2. Chronic back pain

3. COPD and asthma

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4. High societal costs

Top 3:

1. Depression

2. Childhood disorders (including ADHD and autism) 3. Anxiety

(Veerbeek et al., 2014)

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Two major issues:

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The importance of games (and gaming) as intervention tools

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• Traditional prevention and treatment do work, but:

- High costs

- Not accessible to majority of youth (waiting lists)

- Stigmatizing

- Drop-out as programs are not engaging

Dilemma

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• Hardly any games out there for mental health (ADHD as an exception)

• Some games are not engaging and do not hold the quality that kids are used to

Problems

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SPARX: 2 studies by original developers: promising results (Merry et al., 2012)

Our own study: decreased depressive symptoms

BUT! teens reported being bored, wouldn’t play on their own, wouldn’t recommend it to others

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Our aim:

Set up a framework that will lead to development of theory-based clinically-appropriate, ENGAGING games for depression and anxiety

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Clinical Guidelines for Care

• Basis for financing care is inclusion in clinical guidelines

• Based on empirical evidence, so series of randomized controlled trials (experiments)

• Support by clinicians and patient-groups

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No empirical evidence

=no funding for implementation and upscaling of serious games in mental health care

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3 points to make

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1. Rigorous testing

2. Games as a placebo

3. Resistance by professionals

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1. Rigorous testing

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Experimental designs, in which participants are randomized to control condition or game

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Depressive symptoms

50.00

55.00

60.00

65.00

70.00

T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10

OVK

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Depressive symptoms

50.00

55.00

60.00

65.00

70.00

T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10

Control

OVK

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No control group

No interpretation possible

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Measure transference to real life

In-game experiences should translate to out-of-game real life settings

Rigorous Designs

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GameDesk, LA

Dojo: game to regulate emotions

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Effects of Dojo were tested in a sample of 42 adolescents in residential care, referred for behavioral problems (Schuurmans et al., 2014)

Transference: Beneficial impact on anxiety AND behavioral problems

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Testing the working mechanisms of the game

Rigorous Designs

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MindLight: approx 8-10h game play, oriented on 8-14 year olds

If MindLight leads to lower anxiety, does this happen BECAUSE kids are better in dealing with threat?

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Figure 2. the light in the dark

In-game data. Fine-grained data on player patterns

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Rigorous Testing

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• Testing in subgroups

– As prevention tool for all kids

– For clinically disordered kids

– Age and gender

– Preference for gaming

Rigorous Testing

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Subgroups

RCT 1: teens in residential care for behavioral problems

RCT 2: anxious teens in schools

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Subgroups

RCT 1: teens in residential care for behavioral problems

RCT 2: anxious teens in schools

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Video Game Development

professional game

developers

Research

Outcome analysisComponent analysis

Process analysis

Go back to game development

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2. Game as a placebo

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Expectancies:

When teens invest time in a game AND are assured it works for them, it might already have an impact!

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RCT with two conditions: a game for anxiety (MindLight) and a control condition

N = 140 (8-12 year olds, screened on anxiety, played 5 sessions of 1h)

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Page 48: Games for Health - Rutger Engels - Developing games for emotional health of children and adolescents

MindLight lowered anxiety levels in children, even after 3-months follow-up

Magnitude of decline is comparable to a study in which we tested cognitive behavior therapy in group sessions lead by a therapist (van Starrenburget al., 2013; 2014)

Kids who played Max also went down..

Results

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? Because they believed in the game, they got something out of it

? Parents supported them

Why

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Recommendation:

Be aware of potential placebo effect

Test why a game has effects using data on game processes and mechanics

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3. Overcoming resistance by professionals

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Message: it does not replace them, but helps them in making therapy more effective and efficient (and perhaps even fun!)

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Two perspectives co-exist

Game as intervention tool that replaces part of treatment or is an additive component

Game as a communication tool

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Communication tool

• Creating alliance

• Using examples of in-game behavior like success, frustration and anger

• Dynamic assessment of progress– do children improve over course of therapy

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Evidence and acceptance by professionals will assure uptake and financial investments by health insurance companies and authorities

Take-home message