Sokoon: A Gamification-Based Cognitive Behavioral Therapy Application - An Application for Depression, Stress, and Anxiety

Nourhan A. Amer,Samaa Mohammed Shohieb, Waleed M. Eladrosy,Hazem Mokhtar Elbakry, Samir M. Abd Elrazek

INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS(2023)

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摘要
The World Health Organization (WHO) estimates that depression, anxiety, and stress disorders (DASDs) are prevalent worldwide, resulting in the loss of 13 million years of life and trillions of dollars of economic loss annually. Mobile-based health (M-health) interventions can employ mental health interventions such as cognitive behavioral therapy (CBT) for adolescents worldwide. Arab youth who struggle with DASDs do not tend to engage in mental therapies, but gamification and modularization have the potential to boost their appeal. The authors have selected effective CBT interventions for DASDs, adapted them to digital interactive formats, and integrated gamification concepts. An Arabic mobile application, Sokoon, which means relaxation and relief, may encourage Arab users to practice the required CBT skills for mild-to-moderate DASDs. A pilot study was conducted to evaluate the effectiveness of Sokoon App in a small group of adults who had signs of aDASDs. Sokoon was practicable, well-received by users, and had a positive impact on participants' feelings of anxiety and sadness.
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