Literature DB >> 24810933

Game-based digital interventions for depression therapy: a systematic review and meta-analysis.

Jinhui Li1, Yin-Leng Theng, Schubert Foo.   

Abstract

The aim of this study was to review the existing literature on game-based digital interventions for depression systematically and examine their effectiveness through a meta-analysis of randomized controlled trials (RCTs). Database searching was conducted using specific search terms and inclusion criteria. A standard meta-analysis was also conducted of available RCT studies with a random effects model. The standard mean difference (Cohen's d) was used to calculate the effect size of each study. Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis. Four types of game interventions-psycho-education and training, virtual reality exposure therapy, exercising, and entertainment-were identified, with various types of support delivered and populations targeted. The meta-analysis revealed a moderate effect size of the game interventions for depression therapy at posttreatment (d=-0.47 [95% CI -0.69 to -0.24]). A subgroup analysis showed that interventions based on psycho-education and training had a smaller effect than those based on the other forms, and that self-help interventions yielded better outcomes than supported interventions. A higher effect was achieved when a waiting list was used as the control. The review and meta-analysis support the effectiveness of game-based digital interventions for depression. More large-scale, high-quality RCT studies with sufficient long-term data for treatment evaluation are needed.

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Mesh:

Year:  2014        PMID: 24810933      PMCID: PMC4118698          DOI: 10.1089/cyber.2013.0481

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  38 in total

Review 1.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

Review 2.  Behavioral bibliotherapy: a review of self-help behavior therapy manuals.

Authors:  R E Glasgow; G M Rosen
Journal:  Psychol Bull       Date:  1978-01       Impact factor: 17.737

3.  The effectiveness of therapeutic play, using virtual reality computer games, in promoting the psychological well-being of children hospitalised with cancer.

Authors:  William H C Li; Joyce O K Chung; Eva K Y Ho
Journal:  J Clin Nurs       Date:  2011-06-08       Impact factor: 3.036

4.  A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education.

Authors:  Theresa Fleming; Robyn Dixon; Christopher Frampton; Sally Merry
Journal:  Behav Cogn Psychother       Date:  2011-12-05

Review 5.  Prevalence and clinical course of depression: a review.

Authors:  Derek Richards
Journal:  Clin Psychol Rev       Date:  2011-07-23

Review 6.  Enduring effects for cognitive behavior therapy in the treatment of depression and anxiety.

Authors:  Steven D Hollon; Michael O Stewart; Daniel Strunk
Journal:  Annu Rev Psychol       Date:  2006       Impact factor: 24.137

7.  Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident.

Authors:  David G Walshe; Elizabeth J Lewis; Sun I Kim; Kathleen O'Sullivan; Brenda K Wiederhold
Journal:  Cyberpsychol Behav       Date:  2003-06

8.  Game-based biofeedback for paediatric anxiety and depression.

Authors:  M Knox; J Lentini; Ts Cummings; A McGrady; K Whearty; L Sancrant
Journal:  Ment Health Fam Med       Date:  2011-09

9.  Dopamine, effort, and decision making: theoretical comment on Bardgett et al. (2009).

Authors:  John D Salamone
Journal:  Behav Neurosci       Date:  2009-04       Impact factor: 1.912

10.  The law of attrition.

Authors:  Gunther Eysenbach
Journal:  J Med Internet Res       Date:  2005-03-31       Impact factor: 5.428

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  43 in total

Review 1.  Guided Internet-Delivered Treatment for Depression: Scoping Review.

Authors:  Line Børtveit; Anders Dechsling; Stefan Sütterlin; Tine Nordgreen; Anders Nordahl-Hansen
Journal:  JMIR Ment Health       Date:  2022-10-04

2.  Technology-Assisted, Group-Based CBT for Rural Adults' Depression: Open Pilot Trial Results.

Authors:  Addie Weaver; Anao Zhang; Caroline Landry; Jessica Hahn; Lynne McQuown; Lisa A O'Donnell; Meghan M Harrington; Trevor Buys; Katherine M Tucker; Paul Pfeiffer; Amy M Kilbourne; Andrew Grogan-Kaylor; Joseph A Himle
Journal:  Res Soc Work Pract       Date:  2021-10-02

Review 3.  Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19.

Authors:  Becky K White; Annegret Martin; James White
Journal:  Lancet Reg Health West Pac       Date:  2022-07-06

4.  Mental Health and Social Connectedness During the COVID-19 Pandemic: An Analysis of Sports and E-Sports Players.

Authors:  Ana Karla Silva Soares; Maria Celina Ferreira Goedert; Adriano Ferreira Vargas
Journal:  Front Psychol       Date:  2022-05-25

5.  Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study.

Authors:  Kazuhiro Watanabe; Norito Kawakami; Kotaro Imamura; Akiomi Inoue; Akihito Shimazu; Toru Yoshikawa; Hisanori Hiro; Yumi Asai; Yuko Odagiri; Etsuko Yoshikawa; Akizumi Tsutsumi
Journal:  Sci Rep       Date:  2017-09-07       Impact factor: 4.379

6.  Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.

Authors:  Manuela Ferrari; Judith Sabetti; Sarah V McIlwaine; Sahar Fazeli; S M Hani Sadati; Jai L Shah; Suzanne Archie; Katherine M Boydell; Shalini Lal; Joanna Henderson; Mario Alvarez-Jimenez; Neil Andersson; Rune Kristian Lundedal Nielsen; Jennifer A Reynolds; Srividya N Iyer
Journal:  Front Digit Health       Date:  2022-04-07

7.  Capitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing.

Authors:  Gabriel Thorens; Joel Billieux; Pierre Megevand; Daniele Zullino; Stéphane Rothen; Sophia Achab; Yasser Khazaal
Journal:  Front Psychiatry       Date:  2016-10-17       Impact factor: 4.157

8.  Clinical Practice Models for the Use of E-Mental Health Resources in Primary Health Care by Health Professionals and Peer Workers: A Conceptual Framework.

Authors:  Julia Reynolds; Kathleen M Griffiths; John A Cunningham; Kylie Bennett; Anthony Bennett
Journal:  JMIR Ment Health       Date:  2015-03-23

Review 9.  Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift.

Authors:  Theresa M Fleming; Derek de Beurs; Yasser Khazaal; Andrea Gaggioli; Giuseppe Riva; Cristina Botella; Rosa M Baños; Filippo Aschieri; Lynda M Bavin; Annet Kleiboer; Sally Merry; Ho Ming Lau; Heleen Riper
Journal:  Front Psychiatry       Date:  2016-04-18       Impact factor: 4.157

Review 10.  Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments.

Authors:  David Bakker; Nikolaos Kazantzis; Debra Rickwood; Nikki Rickard
Journal:  JMIR Ment Health       Date:  2016-03-01
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