Literature Review on use of evidence-based theory to promote change in behavior
The research by Cheek et al. elaborates on the use of evidence-based theory to promote change in behavior among individuals. According to Cheek et al. (2015), there is a high prevalence of mental health globally, where depression is the primary cause. Advancements in modern technology makes it possible to use computerized tools, such as online games, to provide Cognitive behavioral therapy (CBT). Cheek et al. (2015) highlight the use of health behavior theory to research the impact of serious games, an online gaming platform, on the mental wellbeing of patients.
Cheek et al. (2015) used the health behavior theory as a basis for designing a study model, which was used to examine serious game design. The researchers interviewed 66 participants from Australia and New Zealand, who had used the games to enhance their mental health. They also collected data from 5 studies conducted on 22 focus groups. The research findings confirmed that health behavior theory could be used to undertake evidence-based research successfully. A large proportion of the participants revealed that Serious games helped them overcome mental illnesses. Cheek et al. (2015) used health behavior theory to develop a framework that guided the developers of the Serious game on how to improve various elements of the game. This shows that the theory can be used in practice to enhance the effectiveness of evidence-based research.
As a nurse practitioner, I can use the research to help patients with mental problems to improve their wellbeing. Several patients can benefit from serious games as an early intervention to mental illness since internet is easily accessible. Besides, the research findings reveal that serious games should be user-centered to enhance its effectiveness. I can recommend other user-specific computerized therapies for patients suffering from depression.
References
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