Can digital games serve as potential intervention or suicide risk?

  • Elsie Ong*
  • *Corresponding author for this work

Research output: Contribution to journalJournal articlepeer-review

4 Citations (Scopus)

Abstract

With the rapid growth of advanced digital technology, the use of mobile apps is of increasing interest as a means for providing continuous access to evidence-based digital interventions. Suicide is a socially taboo topic with approximately 800,000 people dying due to suicide every year. As suicidal ideation and suicide risk increase rapidly, gamified intervention is argued to have an important role in the future of mental health care provision and access to these mobile resources may save lives. However, due to the lack of published research to demonstrate that apps can be effective at reducing suicide behaviours, many developers are pushing ahead with apps for suicide prevention with unclear benefits and risks. In this communication piece, issues and challenges of digital interventions will be discussed, hence solution such as using attentional bias modification may be an option for future health care. Overall, the use of digitized gamified intervention holds great promise for a radically new approach to deliver prevention programs, thus overcoming barriers inherent in traditional therapeutic approaches.

Original languageEnglish
Pages (from-to)127-132
Number of pages6
JournalInternational Journal of Serious Games
Volume7
Issue number1
Early online date14 Feb 2020
DOIs
Publication statusPublished - 16 Mar 2020

User-Defined Keywords

  • Gamified intervention
  • suicide
  • mobile apps
  • cognitive deficits

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