TY - GEN
T1 - Designing Immersive Healing
T2 - 13th IEEE Conference on Serious Games and Applications for Health, SeGAH 2025
AU - Coelho, Franz
AU - Abreu, Ana Maria
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - This study builds on a previous umbrella review that highlighted the effectiveness of combining Extended Reality (XR) and Game-Based Interventions (GBI) in mental health treatment, showing positive results in reducing anxiety, depression, and stress. XR included augmented, virtual, and mixed reality, while GBI encompassed serious games, gamification, game-based learning and training, exergames, and commercial video games. The review analyzed 201 studies and selected 16 (nine meta-analyses, six systematic reviews, and one scoping review). Given the role of design in digital mental health solutions, here, we conducted a reverse engineering analysis to understand how these interventions worked by reviewing descriptions and visual representations from each study, breaking down XR-GBI into core game elements. This allowed us to identify design features and motivational purposes linked to their effectiveness, as well as underused elements to inform future research and innovation. Frequently used game elements included 'Emotions', 'Single-player', 'Consequence', 'Simulation', 'Customization', 'Meaning', 'Level', 'Exploration', 'Narrative', and 'Feedback'. The knowledge of frequent and underused game elements offers insights to advance XR-GBI design knowledge and support their use in digital mental health to boost intrinsic motivation, supporting cognitive and behavioral change. However, the absence of multiplayer features reveals a research gap, suggesting XR-GBI could be improved by adding cooperative, competitive, or collaborative elements. Future research and interventions should build on the game elements identified here to enhance mental health outcomes while exploring new elements, particularly social dynamics, to strengthen engagement and therapeutic impact.
AB - This study builds on a previous umbrella review that highlighted the effectiveness of combining Extended Reality (XR) and Game-Based Interventions (GBI) in mental health treatment, showing positive results in reducing anxiety, depression, and stress. XR included augmented, virtual, and mixed reality, while GBI encompassed serious games, gamification, game-based learning and training, exergames, and commercial video games. The review analyzed 201 studies and selected 16 (nine meta-analyses, six systematic reviews, and one scoping review). Given the role of design in digital mental health solutions, here, we conducted a reverse engineering analysis to understand how these interventions worked by reviewing descriptions and visual representations from each study, breaking down XR-GBI into core game elements. This allowed us to identify design features and motivational purposes linked to their effectiveness, as well as underused elements to inform future research and innovation. Frequently used game elements included 'Emotions', 'Single-player', 'Consequence', 'Simulation', 'Customization', 'Meaning', 'Level', 'Exploration', 'Narrative', and 'Feedback'. The knowledge of frequent and underused game elements offers insights to advance XR-GBI design knowledge and support their use in digital mental health to boost intrinsic motivation, supporting cognitive and behavioral change. However, the absence of multiplayer features reveals a research gap, suggesting XR-GBI could be improved by adding cooperative, competitive, or collaborative elements. Future research and interventions should build on the game elements identified here to enhance mental health outcomes while exploring new elements, particularly social dynamics, to strengthen engagement and therapeutic impact.
KW - anxiety
KW - depression
KW - extended reality
KW - game
KW - mental health
KW - stress
UR - https://www.scopus.com/pages/publications/105018475582
U2 - 10.1109/SeGAH65397.2025.11168435
DO - 10.1109/SeGAH65397.2025.11168435
M3 - Conference contribution
AN - SCOPUS:105018475582
T3 - SeGAH 2025 - 2025 IEEE 13th Conference on Serious Games and Applications for Health
BT - SeGAH 2025 - 2025 IEEE 13th Conference on Serious Games and Applications for Health
A2 - Dias, Nuno
A2 - Henry, John
A2 - Rodrigues, Nuno
A2 - Vilaca, Joso L.
A2 - Duque, Duarte
A2 - Oliveira, Eva
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 6 August 2025 through 8 August 2025
ER -