Treating symptoms or treating causes? therapeutic videogames for mental health
Treating symptoms or treating causes? therapeutic videogames for mental health
This short viewpoint piece poses the question, ‘what are the ethical implications of designing video games that address the societal causes of mental illness rather than an individual's symptoms?’
therapy, gamification, digital wellness, digital mental health, mental health apps
Reay, Emma
07fd9558-6d41-426a-abba-c278b28a78f3
8 August 2024
Reay, Emma
07fd9558-6d41-426a-abba-c278b28a78f3
Reay, Emma
(2024)
Treating symptoms or treating causes? therapeutic videogames for mental health.
Games: Research and Practice, 2 (2), [10].
(doi:10.1145/3664282).
Abstract
This short viewpoint piece poses the question, ‘what are the ethical implications of designing video games that address the societal causes of mental illness rather than an individual's symptoms?’
Text
Reay Treating Symptoms or Treating Causes
- Accepted Manuscript
More information
Accepted/In Press date: 4 April 2024
e-pub ahead of print date: 24 May 2024
Published date: 8 August 2024
Keywords:
therapy, gamification, digital wellness, digital mental health, mental health apps
Identifiers
Local EPrints ID: 496242
URI: http://eprints.soton.ac.uk/id/eprint/496242
ISSN: 2832-5516
PURE UUID: fdec5042-ed76-4d28-9792-731c0c484c9f
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Date deposited: 09 Dec 2024 17:51
Last modified: 10 Dec 2024 03:05
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Author:
Emma Reay
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