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To determine the feasibility of serious videogames for enhancing self-efficacy in self-management in people with psychosis.

Danilina, Oleksandra (Sasha); (2019) To determine the feasibility of serious videogames for enhancing self-efficacy in self-management in people with psychosis. Masters thesis (M.Phil), UCL (University College London). Green open access

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Abstract

Serious videogames are games that aim to teach, train and/or inform, as well as provide a source of entertainment. These games are designed to engage players in a playful, stimulating manner to achieve a particular goal. Over the past decade, there has been a steady increase in the use of serious videogames for beneficial health reasons, in both physical and mental health domains, due to games’ potential to engage the populations that are typically hard to motivate; one such population being those with a diagnosis of psychosis. However, due to the lack of the research specifically into the serious videogame’s domain for people with psychosis, we will report existing evidence for serious videogames effectiveness in promoting mental health-related outcomes, and their potential to engage and motivate the service user. In addition, we will summarise what factors should be targeted in such a game to promote engagement with self-management, as well as what is potentially the best method to design a serious videogame for psychosis using existing game design frameworks. Inspiration for the serious videogame design and development will be drawn from existing research into serious videogames for physical and other mental health conditions. In addition to the above, this thesis will report views and opinion of key stakeholders and how a game can potentially be tested and researched further. The views and opinions are collected to inform of the best methods to design the serious videogame. We will present the final game design idea at the end of the thesis, along with the future implications and recommendations for practice and the research.

Type: Thesis (Masters)
Qualification: M.Phil
Title: To determine the feasibility of serious videogames for enhancing self-efficacy in self-management in people with psychosis.
Event: UCL
Open access status: An open access version is available from UCL Discovery
Language: English
Additional information: Copyright © The Author 2019. Original content in this thesis is licensed under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0) Licence (https://creativecommons.org/licenses/by/4.0/). Any third-party copyright material present remains the property of its respective owner(s) and is licensed under its existing terms. Access may initially be restricted at the author’s request.
UCL classification: UCL
UCL > Provost and Vice Provost Offices
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences > Faculty of Brain Sciences
URI: https://discovery.ucl.ac.uk/id/eprint/10080491
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