Extended reality serious games for mental health are a promising research avenue to address the accessibility gap in mental health treatment by bringing therapy to patients in their homes, offering highly adaptable and immersive yet safe therapy opportunities, and increasing motivation and engagement with therapeutic exercises. However, the sensitive use case of mental health demands thoughtful integration with mental health concepts and a comprehensive understanding of prior literature. This paper presents a scoping literature review of the ISMAR, IEEEVR, and TVCG communities to assess the contributions of the XR community to the mental health serious game domain and explore potential weaknesses and strengths for future work by XR researchers. To this end, this review identified 204 possibly relevant articles in the XR community and fully evaluated 6 XR serious games for mental health. This relatively small number of articles for final inclusion suggests that XR mental health serious games are largely underexplored by the XR community (or not reported within the XR community). There is value in exploring the existing literature space as it is. Thus, this paper evaluates these six papers in terms of game elements and underlying psychological foundations, and discuss future directions for XR researchers in this wide-open research space within our community.
翻译:用于心理健康的扩展现实严肃游戏是一个前景广阔的研究方向,它通过将治疗带入患者家中、提供高度可适应且沉浸式又安全的治疗机会,以及提升治疗性练习的动机与参与度,有望解决心理健康治疗的可及性差距。然而,心理健康这一敏感应用场景要求与心理健康概念进行审慎整合,并对已有文献有全面理解。本文对ISMAR、IEEEVR和TVCG学术社区进行了范围性文献综述,旨在评估XR社区对心理健康严肃游戏领域的贡献,并探讨未来XR研究人员工作中潜在的弱点与优势。为此,本综述在XR社区中识别出204篇可能相关的文章,并对其中6款心理健康XR严肃游戏进行了全面评估。最终纳入的文章数量相对较少,这表明XR社区对心理健康严肃游戏的探索尚不充分(或未在XR社区内充分报告)。对现有文献空间进行如实探索具有重要价值。因此,本文从游戏要素与潜在心理学基础两方面评估了这六篇论文,并讨论了XR研究人员在我们社区内这一广阔开放研究空间中的未来方向。