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Framework proposal for Role-Playing Games as mental health intervention

The Critical Skills methodology

Bibliographic Data

ID15530055
AuthorsVictor Henrique Oyamada Otani (0000-0001-6337-6388, Faculdade de Ciências Médicas da Santa Casa de São Paulo, corresponding author), Rafael A C B Novaes (Universidade Federal de São Paulo), Julia Pedron (0000-0002-9283-4429, Faculdade de Ciências Médicas da Santa Casa de São Paulo), Pedro Chen Nabhan (Faculdade de Ciências Médicas da Santa Casa de São Paulo), Thaísa Malbar Rodrigues (0000-0001-8508-7747, Faculdade de Ciências Médicas da Santa Casa de São Paulo), Ryo Chiba (Faculdade de Ciências Médicas da Santa Casa de São Paulo), João Vitor Cardoso Guedes, Lucas Murrins Marques (0000-0003-2999-2448, Faculdade de Ciências Médicas da Santa Casa de São Paulo), João Ricardo Nickenig Vissoci (0000-0001-7276-0402, Duke Institute for Health Innovation)
Year2024
Volume15
Pages1297332-1297332
Publication date2024-04-25
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueFrontiers in Psychiatry (JOURNAL)
Journal identifiersISSN: 1664-0640 • E-ISSN: 1664-0640
PublisherFrontiers Media (PUBLISHER • CH)
DOI10.3389/fpsyt.2024.1297332
PMID38726380
OpenAlexW4395479350
LanguageEN
References cited50

Gamified interventions are an emerging approach in mental health treatment and prevention. Their positive effects on managing various clinical conditions stem from enhancing social skills. However, cost-effective options like Table-top Role-Playing Games (TTRPGs), which offer similar benefits to other game-based interventions, lack standardized methods for ensuring replicability. In this regard, the method outlined in this study endeavors, in a structured and guided manner drawing from the Consolidated Framework for Implementation Research (CFIR), to establish a six-step protocol for developing an intervention method utilizing TTRPGs. In all Steps, we aim to anchor ourselves in robust literature concerning social skills training (SST), cognitive behavioral therapy (CBT), and gamification comprehensively. Thus, the method presented encompasses the objectives of SST, the strategies of CBT, and the dynamics of gamification via TTRPGs. Furthermore, we demonstrate a possible application of the method to illustrate its feasibility. Ultimately, the final method is structured, evidence-based, easily applicable, cost-effective, and thus viable. Mental health professionals seeking a structured and instructional tool for protocol development will find support in the method proposed here

Alternative medicine · Cognition · Intervention (counseling · Knowledge management · Medical education · Mental health · Process management · Protocol (science · Psychiatry · Psychological intervention · Psychotherapist · Social skills · Table (database · Applied Psychology · Behavioral Health and Interventions · Computer Science · Digital Mental Health Interventions · Engineering · Medicine · Mental Health Research Topics · Psychology

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Citation velocityhistorical
Highly citedNo
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