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Therapeutic Gaming for Adolescent Anxiety: Development and Evaluation of a Mobile Intervention

Therapeutic Gaming for Adolescent Anxiety: Development and Evaluation of a Mobile Intervention

Steven Barnes, Julie Prescott
Copyright: © 2022 |Pages: 41
ISBN13: 9781799879916|ISBN10: 1799879917|ISBN13 Softcover: 9781799879923|EISBN13: 9781799879930
DOI: 10.4018/978-1-7998-7991-6.ch009
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MLA

Barnes, Steven, and Julie Prescott. "Therapeutic Gaming for Adolescent Anxiety: Development and Evaluation of a Mobile Intervention." Digital Innovations for Mental Health Support, edited by Julie Prescott, IGI Global, 2022, pp. 187-227. https://doi.org/10.4018/978-1-7998-7991-6.ch009

APA

Barnes, S. & Prescott, J. (2022). Therapeutic Gaming for Adolescent Anxiety: Development and Evaluation of a Mobile Intervention. In J. Prescott (Ed.), Digital Innovations for Mental Health Support (pp. 187-227). IGI Global. https://doi.org/10.4018/978-1-7998-7991-6.ch009

Chicago

Barnes, Steven, and Julie Prescott. "Therapeutic Gaming for Adolescent Anxiety: Development and Evaluation of a Mobile Intervention." In Digital Innovations for Mental Health Support, edited by Julie Prescott, 187-227. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-7991-6.ch009

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Abstract

Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated with significant and long-lasting burden of disease both for affected individuals and healthcare systems designed to support them. Despite this, barriers to traditional interventions mean less than half of adolescents experiencing ADs seek-treatment, with less than 20% of treatment-seekers ultimately receiving a scientifically validated intervention. Therapeutic games show significant potential to help reduce AD in adolescents, with some concerns remaining over their abilities to engage users, particularly over time. The chapter presents two studies relating to the development of a new mobile gamified intervention for adolescents with AD. This includes a user-feedback study on currently available games for anxiety and depression, followed by a user-feedback, acceptability, and intention-to-use study of a development version of the new intervention.

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