Abstract

Aim: Technology and the internet are new platforms to deliver information, to interconnect people and to offer interactive media. The potential of technology has been explored, in promising ways, for the treatment and prevention of different psychological disorders. Also, since several decades ago, the potential of video games for the treatment and prevention of psychological disorders has been explored with positive results. The main goals of this study were two: a) to design an online adventure video game as complementary tool in psychotherapeutic processes of adolescent women with symptoms of depression; b) to evaluate the acceptability by female adolescents of an online video game as a complementary tool in psychotherapy. Methods: a) Design phase. The game design followed a user oriented iterative process. First, focus groups with teenage girls were conducted to obtained ideas for the video game story. The first prototypes were play tested with some girls. Besides, the video game design process was accompanied and reviewed by 5 psychotherapists. b) Pilot study. Therapist (5) invited patients (15) to play the game. After patients played the video game, they responded the online acceptability and game experience questionnaires. In the sessions that followed therapist and patients reflected on the relation of the video game and the patients’ situation. Later, psychotherapists were interviewed to obtain their opinions about the experience. Results: It was possible to design an adventure video game, sustained in psychological theory that provided a positive game experience for some depressive patients and that it was useful in the context of their psychotherapies. Discussion: One of the most important contributions of this work is that the video game prototype and the experiences presented provide evidence that future developments and research on video games for mental health are worthwhile. This was a very simple game, a prototype that recognizes a future in which interactive devices and artificial intelligence will offer vast possibilities for education and mental health. Keywords: Video game for mental health, interactive narratives, depression, psychotherapy with adolescents, psychoeducation.

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