Clinical
Serious games: an intervention in low-secure settings
Engaging service users in treatment is part of the supportive and therapeutic care provided by staff in low-secure services. This can be difficult to achieve because service users often do not value or believe they will benefit from the treatment offered. Novel treatment approaches, such as serious games, are increasingly being used in mental health settings. This article describes the development and trial of a serious game intervention in a low-secure service. The game facilitated discussion with service users about their care and treatment, and prompted the sharing of real-life experiences. Most service users stated that the game improved their understanding of their care pathway.