Literature DB >> 28051877

Improving Children's Mental Health with a Digital Social Skills Development Game: A Randomized Controlled Efficacy Trial of Adventures aboard the S.S. GRIN.

Rebecca Sanchez1, Emily Brown1, Kelly Kocher1, Melissa DeRosier1.   

Abstract

OBJECTIVE: The purpose of this study was to investigate whether a computer-based game to improve social skills and mental health in children with social skills deficits would be efficacious. The program, Adventures aboard the S.S. GRIN, translates a proven in-person intervention into a nine-episode interactive online adventure game that provides opportunity for knowledge acquisition and skill practice.
MATERIALS AND METHODS: Participants (children aged 7-11 years with social skills challenges) were randomly assigned to immediate treatment group (n = 33) or waitlist control group (n = 36). Children in the immediate treatment condition completed the game at home over the course of 9 weeks. Before playing the game and again within 1 week of game completion, children completed surveys about social literacy, social anxiety, bullying, social self-efficacy, and social satisfaction.
RESULTS: Children who played Adventures improved significantly more from pretest to posttest than children who did not play the game in social literacy, social anxiety, bullying victimization, and social satisfaction.
CONCLUSION: Online interactive games can be effective in improving mental health for children who struggle with social skills. For children who can access them, serious games have the potential to increase the reach of effective programs by overcoming the logistical and implementation barriers (such as cost, travel, and accessibility) that limit traditionally delivered mental health interventions.

Entities:  

Keywords:  Intervention; Mental health; Serious games; Social skills

Mesh:

Year:  2017        PMID: 28051877     DOI: 10.1089/g4h.2015.0108

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  6 in total

1.  Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.

Authors:  Darius Zayeni; Jean-Philippe Raynaud; Alexis Revet
Journal:  Front Psychiatry       Date:  2020-02-06       Impact factor: 4.157

Review 2.  The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis.

Authors:  Alaa Abd-Alrazaq; Mohannad Alajlani; Dari Alhuwail; Jens Schneider; Laila Akhu-Zaheya; Arfan Ahmed; Mowafa Househ
Journal:  JMIR Serious Games       Date:  2022-02-14       Impact factor: 3.364

3.  A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial.

Authors:  Jose M Rodriguez-Ferrer; Ana Manzano-León; Adolfo J Cangas; Jose M Aguilar-Parra
Journal:  JMIR Serious Games       Date:  2022-05-05       Impact factor: 3.364

4.  Use of Technology to Promote Child Behavioral Health in the Context of Pediatric Care: A Scoping Review and Applications to Low- and Middle-Income Countries.

Authors:  Keng-Yen Huang; Douglas Lee; Janet Nakigudde; Sabrina Cheng; Kathleen Kiely Gouley; Devin Mann; Antoinette Schoenthaler; Sara Chokshi; Elizabeth Nsamba Kisakye; Christine Tusiime; Alan Mendelsohn
Journal:  Front Psychiatry       Date:  2019-11-13       Impact factor: 5.435

Review 5.  Digital Behavior Change Interventions for Younger Children With Chronic Health Conditions: Systematic Review.

Authors:  Amberly Brigden; Emma Anderson; Catherine Linney; Richard Morris; Roxanne Parslow; Teona Serafimova; Lucie Smith; Emily Briggs; Maria Loades; Esther Crawley
Journal:  J Med Internet Res       Date:  2020-07-31       Impact factor: 5.428

Review 6.  Therapeutic use of serious games in mental health: scoping review.

Authors:  Alice Dewhirst; Richard Laugharne; Rohit Shankar
Journal:  BJPsych Open       Date:  2022-02-02
  6 in total

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