Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies

Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies

Authors
Wols, A. Pingel, M. Lichtwarck-Aschoff, A. Granic, I.
Year
2024
Journal
Volume
108
Pages
102396
Many youth experience mental health problems and digital games hold potential as mental health interventions. This systematic review provides an overview of randomised controlled studies assessing the effectiveness of digital applied and casual games for improving mental health in youth aged 6-24 years. A systematic search of PsycINFO, Web of Science and Pubmed yielded 145 eligible studies. Studies on (sub)clinical participant samples (n = 75) most often focused on attention-deficit/hyperactivity disorder (ADHD), autism and anxiety. Applied games were found most effective for improving social skills, verbal memory and anxiety, whereas casual games were found most effective for improving depression, anxiety and ADHD. Studies involving healthy youth (n = 70) were grouped into papers examining anxiety in medical settings, momentary effects on positive and negative affect, and papers employing a longitudinal design measuring mental health trait outcomes. Promising results were found for the use of games as distraction tools in medical settings, and for applied and casual games for improving momentary affect. Overall, our findings demonstrate the potential of digital games for improving mental health. Implications and recommendations for future research are discussed, such as developing evaluation guidelines, clearly defining applied games, harmonising outcome measures, including positive outcomes, and examining nonspecific factors that may influence symptom improvement as well.

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Type of intervention

Preventive- and Promotive Health Interventions

Treatment and Child Welfare Interventions

Topic

Mental Health Problems and Disorders

Emotional Problems

Depression and Depressed Mood

Anxiety Problems

Anxiety and Anxiousness

Autism Spectrum Disorder

Development and Life Coping Skills

Cognition

Social skills

Intervention

The organization of interventions

E-health interventions

Age group

School Aged Children (6-12 years)

Adolescents (13-18 years)

More information
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