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The Acceptance of Serious Games by Mental Health Service Users and Mental Health Professionals: An International Comparison Study

Research aim. This study investigates which determinants predict the intention to use SG in psychotherapeutic settings among both relevant application groups: mental health service users (individuals with psychotherapy experience either currently or in the past) and mental health professionals. Since ethnicity, socioeconomic status, and culture highly interplay with (e-mental health) technology uptake (Clough et al., 2019), SG acceptability was assessed in several countries (N = 13) by particularly considering the influence of collectivistic and individualistic culture on usage intentions (Hofstede, 2011; Lee et al., 2013).

Methods. Two web-based surveys (Eichenberg et al., 2016a) – one survey version for each sample – compiling experiences with and attitudes toward psychotherapeutic SG use were conducted between 2016 and 2020 in the following countries: Australia, Canada, China, Finland, Germany, Italy, Mexico, the Netherlands, New Zealand, Russia, Slovenia, South Africa, and the United Kingdo

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@phdthesis{doi:10.17170/kobra-202112165272,
  author    ={Huss, Jessica Helen},
  title    ={The Acceptance of Serious Games by Mental Health Service Users and Mental Health Professionals: An International Comparison Study},
  keywords ={150 and Serious game and Anwendung and Psychotherapie and Angewandte Psychologie and Psychische Gesundheit and Psychotherapeut},
  copyright  ={http://creativecommons.org/licenses/by-nc-nd/4.0/},
  language ={en},
  school={Kassel, Universität Kassel, Kassel, Fachbereich Humanwissenschaften, Institut für Psychologie},
  year   ={2021}
}