| Literature DB >> 28149281 |
Ho Ming Lau1, Johannes H Smit1, Theresa M Fleming2, Heleen Riper3.
Abstract
INTRODUCTION: The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder.Entities:
Keywords: alcohol; anxiety; attention; depression; game-based intervention; gamification; post-traumatic stress disorder; serious games
Year: 2017 PMID: 28149281 PMCID: PMC5241302 DOI: 10.3389/fpsyt.2016.00209
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Flowchart of study inclusion.
Characteristics of the randomized controlled trials that are included in the review.
| Reference, country | Target group | Recruitment | Treatment type | Primary outcome measures | Guidance (on game component) | Setting | Study conditions | pt and fu assessments | Study attrition (%) | Risk of bias | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Ballesteros et al. ( | Healthy elderly 57–80 years | Flyers, word of mouth, community centers | Single game | Speed of processing, attention, executive control, spatial working memory, episodic memory, and subjective wellbeing | No information | Research laboratory | 1. SG 2. No intervention | 1. 20 2. 20 (40%) | pt: 10–12 wk | pt: 25 | 1. n.i. 2. n.i. 3. n.i. 4. n.i. 5. Yes 6. No |
| Beaumont and Sofronoff ( | Children 7–12 years, ASD, WISC-III IQ score ≥85; DSM-IV-TR Asperger disorder | Newspaper, newsletter and letters to clients | SG with add-on group sessions | SSQ, ERSSQ, emotion recognition and emotion management | Virtual guide in game | Educational institution | 1. SG 2. WL | 1. 26 2. 23 (90%) | pt: 6 wk; fu: 5 mth | pt: unclear; fu: 6.5 | 1. n.i. 2. n.i. 3. n.i. 4. No 5. Yes 6. No |
| Dovis et al. ( | Children 8–12 years, DSM-IV-TR ADHD | Mental health-care centers | Single game | Stop task, Stroop, CBTT, Digit span, TMT, Raven colored progressive matrices, DBDRS, BRIEF, SPSRQ-C, PedsQL, HSQ | Instructions by researcher, weekly call by coach | Home | 1. SG (fa) 2. SG (pa) 3. Placebo (ac) | 1. 31 2. 28 3. 30 (80%) | pt: 6–7 wk; fu: 3 mth | pt: 3.4; fu: 9 | 1. No 2. No 3. No 4. No 5. No 6. No |
| Fleming et al. ( | Adolescents 13–16 years, CDRS-R depressive disorder | Schools, educational programs | Single game | CDRS-R | Minimal supervision by ESP, virtual guide in game | Educational institution | 1. SG 2. WL | 1. 20 2. 12 (56%) | pt: 5 wk; fu: 10 wk | pt: 3; fu: 16 | 1. No 2. Yes 3. Yes 4. Yes 5. No 6. No |
| Holmes et al. ( | Adults 18–47 years | Unclear | Single game | Number of flashbacks, Impact of Event Scale | Unclear | Research laboratory | 1. SG 2. No intervention | 1. 20 2. 20 (55%) | pt: 1 wk | pt: unclear | 1. n.i. 2. n.i. 3. n.i. 4. n.i. 5. No 6. No |
| Holmes et al. ( | Non-clinical adults; Exp. 1: 18–60 years; Exp. 2: 18–57 years | Online ads and community | Single game | Number of flashbacks | No information | Research laboratory | 1. SG 2. No intervention (CG) 3. Pub quiz |
Exp.1: 1. 20 2. 20 3. 20 (50%) | pt: 1 wk | pt: unclear | 1. n.i. 2. n.i. 3. n.i. 4. n.i. 5. No 6. No |
Exp.2: 1. 26 2. 26 3. 26 (46%) | |||||||||||
| Merry et al. ( | Adolescents 12–19 years, clinically significant depression | Primary health-care sites | Single game | CDRS-R | Virtual guide in game | Health-care center | 1. SG 2. TAU | 1. 94 2. 93 (34%) | pt: 2 mth; fu: 5 mth | pt: 9; fu: 10 | 1. No 2. No 3. No 4. No 5. Yes 6. No |
| Rezaiyan et al. ( | Educable mentally challenged children | 24-h care centers | Single game | Toulouse Pierson Scale | No information | Unclear | 1. SG 2. No intervention | 1. 30 2. 30 (100%) | pt: immediately after intervention; fu: 5 wk | pt: unclear; fu: unclear | 1. n.i. 2. n.i. 3. n.i. 4. n.i. 5. No 6. No |
| Tanaka et al. ( | Children to young adults, DSM-IV ASD | Presentations at schools and parent organizations, existing relationships with families | Single game | Face subtests, object subtests | Self-paced, not directly supervised; Games suggestions by parents based on compliance | Home | 1. SG 2. WL | 1. 42 2. 37 (79%) | pt: 19 wk (average) | pt: unclear | 1. No 2. n.i. 3. n.i. 4. n.i. 5. Yes 6. No |
| Verduin et al. ( | Male adult veterans 45–57 years, DSM-IV alcohol abuse or dependence | Veteran’s Administration Medical Center | SG adjunct to TAU | Relapse, OCDS, AUQ, TSSE-RP | No information | Health-care center | 1. SG 2. Slides | 1. 19 2. 22 (100%) | pt: 12 wk; fu: 16 wk | pt: unclear; fu: unclear | 1. No 2. n.i. 3. n.i. 4. n.i. 5. No 6. No |
ac, active control; ADHD, attention deficit hyperactivity disorder; ASD, autism spectrum disorder; AUQ, Alcohol Urge Questionnaire; BRIEF, Behavior Rating Inventory of Executive Function Questionnaire; CBTT, Corsi block tapping task; CDRS-R, Child Depression Rating Scale Revised; CG, control group; DBDRS, Disruptive Behavior Disorder Rating Scale; DSM-IV, Diagnostic and Statistical Manual of Mental Disorders, fourth edition; DSM-IV-TR, Diagnostic and Statistical Manual of Mental Disorders, fourth edition, text revision; ERSSQ, Emotion Regulation and Social Skills Questionnaire; ESP, Educational Service Provider; Exp., experiment; fa, full-active condition; fu, follow-up; HSQ, The Home Situations Questionnaire; mth, month (after start intervention); n.i., no information; PedsQL, Pediatric Quality of Life Inventory (parent and child versions); OCDS, Obsessive Compulsive Drinking Scale; pa, partially active condition; pt, posttreatment; SG, serious games condition; SPSRQ-C, Sensitivity to Punishment and Sensitivity to Reward Questionnaire for children; SSQ, Social Skills Questionnaire (parent and teacher forms); TAU, treatment as usual; TMT, Trail Making Test; TSSE-RP, Task-Specific Self-Efficacy for Relapse Prevention Questionnaire; WISC-III, Wechsler Intelligence Scale for Children, third edition; wk, week (after start intervention); WL, waitlist.
Game characteristics of the randomized controlled trials that are included in the review.
| Reference, country | Title | Serious game type | Serious game genre | Serious game purpose |
|---|---|---|---|---|
| Ballesteros et al. ( | Games selected from Lumosity (cognitive training platform) | Designed | Cognition/brain training | Training (physical/emotional/cognition/skills) |
| Beaumont and Sofronoff ( | Junior Detective Program | Designed | Goal-oriented and problem-solving | Psychoeducation and training (physical/emotional/cognition/skills) |
| Dovis et al. ( | Braingame Brian | Designed | Cognition/brain training | Training (physical/emotional/cognition/skills) |
| Fleming et al. ( | SPARX | Designed | Goal-oriented and problem-solving | Psychoeducation and training (physical/emotional/cognition/skills) |
| Holmes et al. ( | Tetris | Purpose-shifted | Cognition/brain training | Training (physical/emotional/cognition/skills) |
| Holmes et al. ( | Tetris | Purpose-shifted | Cognition/brain training | Training (physical/emotional/cognition/skills) |
| Merry et al. ( | SPARX | Designed | Goal-oriented and problem-solving | Psychoeducation and training (physical/emotional/cognition/skills) |
| Rezaiyan et al. ( | “Path-finding game” | Designed | Cognition/brain training | Training (physical/emotional/cognition/skills) |
| Tanaka et al. ( | Let’s Face It! | Designed | Cognition/brain training | Training (physical/emotional/cognition/skills) |
| Verduin et al. ( | Guardian Angel | Designed | Goal-oriented | Training (physical/emotional/cognition/skills) |
Effects of serious games on reducing psychiatric disorder-related symptoms in comparison with control groups and two subgroup analyses.
| Serious games versus no intervention | Subgroup | 95% CI | 95% CI | NNT | ||||
|---|---|---|---|---|---|---|---|---|
| All studies | 10 | 0.55 | 0.28–0.83 | 58.53 | 1.31–34.15 | 3.31 | ||
| Excluded Merry et al. ( | 9 | 0.63 | 0.36–0.90 | 42.90 | 0.00–23.77 | 2.91 | ||
| One effect size per study (lowest and Merry et al. ( | 8 | 0.71 | 0.43–0.98 | 29.61 | 0.00–18.40 | 2.60 | ||
| One effect size per study (highest and Merry et al. ( | 8 | 0.56 | 0.30–0.81 | 30.81 | 0.00–18.70 | 3.25 | ||
| Attention deficit hyperactivity disorder | 1 | 0.22 | −0.40–0.83 | 0 | n/a | 8.06 | ||
| Autism spectrum disorder | 2 | 0.46 | 0.10–0.81 | 73.01 | 0.00–15.11 | 3.91 | ||
| Cognitive functioning | 2 | 0.79 | 0.36–1.21 | 59.99 | 0.00–12.54 | 2.36 | ||
| Depression | 1 | 1.36 | 0.58–2.13 | 0 | n/a | 1.51 | ||
| Post-traumatic stress disorder | 3 | 0.59 | 0.20–0.99 | 0 | 0.00–7.84 | 3.09 | ||
| Subgroup analyses | ||||||||
| Age | ≤18 | 5 | 0.70 | 0.32–1.07 | 66.82 | 0.00–25.72 | 0.61 | 2.63 |
| >18 | 4 | 0.53 | 0.07–0.99 | 0 | 0.00–7.31 | 3.42 | ||
| Participant type | Clinical | 4 | 0.59 | 0.18–0.99 | 64.35 | 0.00–21.04 | 0.61 | 3.09 |
| Non-clinical | 5 | 0.68 | 0.26–1.09 | 24.98 | 0.00–14.08 | 2.70 | ||
CI, confidence interval; n comp, number of comparisons; NNT, number needed to treat; n/a, not available, could not be calculated due to the number of comparisons.
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*P ≤ 0.001.
**P ≤ 0.05.
Figure 2Risk of bias graph.
Figure 3Standardized effect sizes of serious gaming interventions for mental health compared with control group.
Figure 4Standardized effect sizes of serious gaming interventions for mental health compared with control group. Note: study with treatment as usual as control group removed from analysis.