SAFETYLIT WEEKLY UPDATE

We compile citations and summaries of about 400 new articles every week.
RSS Feed

HELP: Tutorials | FAQ
CONTACT US: Contact info

Search Results

Journal Article

Citation

Dias LPS, Barbosa JLV, Vianna HD. Telemat. Inform. 2018; 35(1): 213-224.

Copyright

(Copyright © 2018, Elsevier Publishing)

DOI

10.1016/j.tele.2017.11.002

PMID

unavailable

Abstract

Depression is a common mental disorder that causes sadness and loss of interest. It affects 350 million people in the world and its most severe state can lead to suicide. Many technologies are being used to aid the depression treatment and gamification has been used as an approach to improve adherence and engagement in the treatment. This systematic study aimed at identifying how gamification and serious games have been applied to support the treatment of depression, what technologies are being used currently and what gaps are still left unexplored. Eight scientific repositories were used to search for papers in the area of depression and a filter process was used to remove bias. As a result of this search and filter process, 28 works were completely reviewed, analyzed and categorized in this paper. In the reviewed papers the technologies found for treatment of depression were mobile, computer, wearables and web applications. These technologies are applied in gamification, serious games, virtual reality and speech analysis. Some papers used Cognitive Behavioral Therapy as an intervention and other papers used gamification as a way to promote engagement and adherence to treatment. © 2017 Elsevier Ltd


Language: en

Keywords

Depression; Mental disorders; Virtual reality; Mapping; Systematic study; Serious games; Cognitive-behavioral therapies; Filter process; Gamification; Systematic mapping studies; Systematic mapping study; Wearable technology; WEB application

NEW SEARCH


All SafetyLit records are available for automatic download to Zotero & Mendeley
Print