Psychotherapists' and patients' attitudes towards Serious Games in psychotherapy in Australia
About this study
This research project is an online survey investigating attitudes of clients and mental health clinicians into the use of Serious Games in treating mental health issues.
This research project has been redesigned from its original study (based in Germany) for use in Australia. The researchers of the original design are included in this study as external collaborators (Acceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients, Eichenberg et al).
What are Serious Games?
o These are video games that do not have entertainment as their primary purpose and necessarily include an educational component. There is evidence emerging that Serious Games can be effectively used in various healthcare settings, for example, to train cognitive skills or treat depression/anxiety.
o The two examples that are discussed in this survey are SPARX and SCOTT.
o Client survey: https://redcap.sydney.edu.au/surveys/?s=A4J9XJH8YR
o Clinician Survey: https://redcap.sydney.edu.au/surveys/?s=387H4YDRMJ
The recruitment involves emailing professional and volunteer organisations and advertising the survey with flyers designed by the author (Please see Appendix 1 and 2). The recruitment targets respondents in the category of “client” or “mental health clinician”. The data is collected anonymously from these responses and later collated and analysed.
1. Clients who have had some form of psychotherapy or currently receiving some form of psychological therapy
2. Clinicians who practise some form of psychological therapy in their everyday practice
Participants are between the ages of 18-85, and must live in Australia.
The data from each person is collected anonymously.
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