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. 2023 Sep 4;11:e42173. doi: 10.2196/42173

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.