Table 1.
Differences between the paradigms of health care and entertainment are exemplified through digital mental health interventions (DMHIs) and digital entertainment games.
|
|
DMHI | Digital entertainment games |
| Underlying paradigm | Health care | Entertainment |
| Paradigm code | Health | Leisure |
| Underlying need | Alleviating disorders and increasing well-being | Offering enjoyment, relaxation, and social connection |
| Users | Patients, clients | Consumers, players, fans |
| Goal | Introducing behavioral change and alleviating symptoms | Captivating and entertaining the player |
| The scientific base | Extensive research base | Growing research base |
| Categorized by | Therapeutic modality (eg, CBTa) | Game genre (eg, FPSb) |
| Evaluated by | Efficacy and safety | Game experience, business metrics, and reviews |
| Initiative to use | Often recommended by a health care professional | Chosen by the player from a wide variety of alternatives |
| Entry to market | High threshold: clinical evidence, regulations, and gatekeepers | Low threshold: global digital marketplaces |
| Availability | Growing number of interventions | High number of commercial games |
| Purchase | Insurance often pays for the service. | The customer pays for the service. |
| Business model | B2Bc | B2Cd |
aCBT: cognitive behavior therapy.
bFPS: first-person shooter.
cB2B: business to business.
dB2C: business to consumer.