The Efficacy of Casual Videogame Play in Reducing Clinical - - PowerPoint PPT Presentation

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The Efficacy of Casual Videogame Play in Reducing Clinical - - PowerPoint PPT Presentation

The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study Carmen V. Russoniello, PhD,1 Matthew Fish, MS,1 and Kevin OBrien, PhD2 Arnold Cieremans - 2545954 What is this about? - depression is a big


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The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study

Carmen V. Russoniello, PhD,1 Matthew Fish, MS,1 and Kevin O’Brien, PhD2 Arnold Cieremans - 2545954

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  • depression is a big problem, also why

videogames

  • PHQ-9, 1 month, games vs control
  • interesting results

What is this about?

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SLIDE 3
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  • depression, worldwide problem, 300 million, causes disability
  • medication is a costly solution, not everybody has access
  • studies about medication & therapy, not on activities & mood
  • casual videogames (CVG); fun, easy to access, easy to learn and no required

skill, no commitment

  • research on games
  • exercise and rehabilitation
  • SPARX
  • the main question; can CVGs help reduce depression symptoms?

Why research?

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SLIDE 5
  • participants; word of mouth, flyers
  • instruments; patient health questionnaire (PHQ)-9
  • primary care evaluation of mental disorders (PRIME-MD)
  • statistics
  • the scales; 0-4=none, 5-9=mild, 10-14=moderate, 15-19=moderately

severe, 20-27=severe

  • research; administer the PHQ-9
  • control group; surf the National institute of mental healths website.

experimental group; play CVGs (3 choices)

  • same conditions
  • 2 lab sessions, 1 month at home (3x30, 24 hour rest)

How it was done

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  • 59 out of 85, 30 female & 29 male, overall age 18 - 74

experimental group: 70% EA, 26,7% AA, 3,3% A control group: 65,5% EA, 20,7% AA, 6,9 LA

  • medication had no influence
  • 30 minutes minimum, 68 maximum, 40,7 average
  • 17 played Bejeweled 2, 9 played Peggle, 4 played Book Adventures
  • minimum of PHQ-9 score 5; experimental group mean was 11, control group mean was 10,7
  • groups were found different after the intervention, success!
  • no difference at the baseline (first lab), significant difference at the control points
  • 7 subjects moderate severe -> minor or minimal, minor dropped from 9 to 4
  • lower depression symptoms for male participants
  • better results on participants 26 years and younger

Research results

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  • CVGs can be a useful tool; more research is needed to maximize the effect
  • CVGs are found to cause no harm and are accepted as a treatment
  • potential research shortcoming; based on self report, always a possibility

that people lie

  • participants might not have liked the game
  • how do developers know how to make an effective game?

Discussion