“Guilty of Talking Too Much”: How Psychotherapists Gamify Therapy

Serious & Functional GamesSpecial Education TechnologyPsychiatrists & PsychotherapistsPhysical Therapists & Rehabilitation SpecialistsSpecial Education Teachers

Title of the Paper

“Guilty of Talking Too Much”: How Psychotherapists Gamify Therapy

Bibliographic Information

  • Field of Study: Digital gamification design for psychotherapy
  • Keywords: Game design, health games, mental health, anxiety disorders, meta-design, research-through-design, digital psychotherapy
  • Authors: Elina Tochilnikova, Amrit Patnaik, Ghada Alsebayel, Uttkarsh Narayan, Andrew Coeytaux, Valeria Ramdin, Miso Kim, Casper Harteveld
  • Publication Year: 2022
  • Conference: CHI Conference on Human Factors in Computing Systems
  • DOI: 10.1145/3491102.3517437

Research Background and Problem Statement

  • Problems and Challenges:

    • Mental health issues are increasingly prevalent worldwide, but face-to-face psychotherapy faces challenges such as limited accessibility, high costs, and issues with engagement and acceptance.
    • The COVID-19 pandemic has significantly increased the demand for mental health services, further emphasizing the importance of remote psychotherapy.
    • Current gamified psychotherapy is primarily led by technical experts, with psychotherapists acting as consultants, resulting in a disconnect between design and implementation.
    • Existing psychotherapy games (e.g., SPARX) have limited functionality and lack personalization, requiring further expansion in therapeutic formats and coverage.
  • Significance of the Research:

    • Gamified psychotherapy is considered an innovative approach that can enhance patient engagement, reduce stigma associated with therapy, and provide consistent therapeutic experiences.
    • Empowering psychotherapists with design autonomy may introduce new therapeutic models, increasing diversity and specificity in treatment.
  • Motivation and Related Work:

    • Investigating the feasibility of psychotherapists independently developing gamified therapy as designers.
    • Exploring the potential of digital psychotherapy to provide personalized and user-friendly solutions.
    • Complementing existing literature focused on collaborative design by emphasizing the potential of therapist-led autonomous design.

Solution

  • Proposed Method:

    • Utilizing StudyCrafter, an online creation tool, to organize six psychotherapists in designing gamified prototypes for anxiety treatment.
    • Studying how psychotherapists approach digital game design from both game design and psychotherapy perspectives.
    • Conducting a six-week series of three workshops to guide therapists in familiarizing themselves with StudyCrafter and developing prototypes.
  • Innovative Aspects:

    • Employing the Research-Through-Design methodology to observe how psychotherapists without technical backgrounds design digital interventions.
    • Applying the Meta-Design framework to support therapist autonomy in design, avoiding the negative effects of traditional collaborative design.
  • Implementation Steps:

    1. Participant Recruitment: Recruiting psychotherapists experienced in treating anxiety through the researchers' professional network.
    2. Guidance and Technical Support:
      • Workshop 1: Introducing the background of gamified psychotherapy and the StudyCrafter tool.
      • Workshop 2: Reviewing prototypes and providing feedback to help therapists refine their designs.
      • Workshop 3: Final discussions and comprehensive reflections on the design process.
    3. Data Collection and Analysis:
      • Collecting prototypes designed by therapists and recording workshop processes.
      • Analyzing prototype content and therapist feedback from both game design and psychotherapy perspectives.

Research Outcomes

  • Specific Findings:

    • Identified four types of psychotherapy games:
      • Educational: Providing knowledge and management strategies, such as CBT techniques.
      • Advocacy: Enhancing empathy by simulating the experience of anxiety.
      • Action-Oriented: Incorporating direct practices like breathing exercises and mindfulness training.
      • Hybrid: Combining multiple types mentioned above.
    • Extracted game mechanisms with therapeutic utility:
      • DBT: Using mindfulness breathing techniques.
      • CBT: Cognitive restructuring and behavioral experiments.
      • Reducing uncertainty, redirecting attention, and providing sensory feedback.
    • Found that therapists can reflect deeply on and refine therapeutic methods and processes through game design.
  • Comparison with Existing Solutions:

    • Unlike traditional participatory design, this study emphasizes therapist autonomy in creation.
    • Provides strong evidence that therapists, when given technical training, can independently create innovative games.
  • Experimental or Evaluation Results:

    • Participants successfully designed six gamified therapy prototypes.
    • Reflected on the support provided by design tools for psychotherapy, noting the need for more user-friendly features (e.g., design templates).
    • Highlighted the potential benefits of therapist and patient involvement in game design for overall therapy.
  • Limitations and Future Directions:

    • The study primarily relied on the StudyCrafter platform, leaving the applicability of other design tools untested.
    • The short design process may have limited the complexity and diversity of prototypes.
    • Future research should explore:
      • The potential of therapist and patient co-design.
      • Expansion into more psychotherapy techniques and validation of clinical efficacy.
      • Technical and ethical issues, such as privacy and data protection.

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https://hci.top/en/papers/chi/71971/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3517437
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CHI
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2022
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8 authors
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Serious & Functional Games, Special Education Technology
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Psychiatrists & Psychotherapists, Physical Therapists & Rehabilitation Specialists, Special Education Teachers
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