| Literature DB >> 32116851 |
Darius Zayeni1, Jean-Philippe Raynaud1,2, Alexis Revet1,2.
Abstract
BACKGROUND: Over the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. These games may become relevant alternatives or adjuncts to traditional psychotherapy, providing that their effectiveness is properly established. The purpose of this literature review was to evaluate the effectiveness of serious games and commercial video games in the treatment or prevention of psychiatric disorders in children and adolescents.Entities:
Keywords: child and adolescent psychiatry; exergame; serious game; therapy; video game
Year: 2020 PMID: 32116851 PMCID: PMC7016332 DOI: 10.3389/fpsyt.2020.00036
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Flow diagram of the selection process.
Characteristics of studies included in the literature review.
| Author, year, reference | Game (type and platform) | Diagnosis | Target symptoms | Study design | Population (sex, age) | Estimated playing time | evaluations after last training session | Main results | Generalization of training |
|---|---|---|---|---|---|---|---|---|---|
| David et al., 2019 ( | REThink (SG, IPAD, online) | Healthy subjects | Prevention of emotional disorders, psychological resilience. | RCT comparing three groups: one group had a face-to-face CBT intervention based on the REBE program (Rational Emotive Behavior Education); a group played the SG REThink which is based on the same program; and a waitlist group | SG: 54 REBE group: 55 waitlists: 56 10–16 y/o | 7 sessions of 50 min each | No (follow-up results are presented in a different study) | Participants in the REThink group presented a significant reduction in overall emotional symptoms, with a moderate effect size, and decrease in depressive mood, with a large effect size. REThink also had a positive impact on the ability to regulate emotions with a significant effect on emotional awareness and ability for emotional control. | Far transfer |
| Schoneveld et al., 2018 ( | MindLight (SG, PC, neurofeedback) | Children with elevated anxiety symptoms | Anxiety prevention | Two-armed randomized controlled non-inferiority trial comparing the SG to a CBT program aiming at preventing anxiety (coping cat) | EG: 86 CBT group: 88 7–12 y/o | 1-hour session per week, during 5 weeks, school-based | Last evaluation 6 months after training | MindLight is as effective as CBT in the prevention of anxiety and showed a larger decrease in child reported personalized anxiety symptoms at post-test and 6-month follow-up. Three and 6-month follow-up assessments indicated that improvements were sustained based on both child and parent reports of anxiety measures. | Far transfer |
| DeSmet et al., 2018 ( | Friendly Attac (brief SG intervention, PC, offline) | All 8th grade classes from two schools in Flanders | Increase in positive bystander behavior and reduction in negative bystander behavior, to prevent and reduce cyberbullying | Cluster RCT, the control condition received the intervention after the follow-up measurement was completed | EG: 134 CG: 115 13–14 y/o | One session of less than 30 min | Yes, 4 weeks | Significant improvements in self-efficacy, prosocial skills, and the intention to act as a positive bystander (increased witnessing of cyberbullying incidents); an increase in quality of life was also noticed; no significant effects were found for predictors of negative bystander behavior; no effects were found on behavior itself, bullying or cyberbullying prevalence. | Far transfer |
| Perry et al., 2017 ( | SPARX-R (SG, PC, online) | Adolescents enrolled in their final year of secondary school, no exclusion criteria | Preventing the development or exacerbation of depressive symptoms, prior to a stressful event (final secondary school exams) | Cluster RCT: 2 parallel arms consisting of an experimental condition (SPARX-R) and an attention-matched control condition providing no direct mental health content (lifeSTYLE online intervention) | EG: 242 CG: 298 Mean age of 16.7 (SD 0.51) years | 7 sessions of 20 to 30 min. 1 or 2 sessions per week, School-based | Yes, at 18 months | Less depressive symptoms post intervention and at 6-month follow-up but not at 18 months post-baseline. | Far transfer |
| Boendermaker et al., 2017 ( | The Fling (SG, PC, offline) | Typically developing adolescents | Behavioral control, control over alcohol use | RCT comparing three experimental groups: game training, game placebo training and nongame training | game-training: 70 (31 M; 39 F); game placebo training: 60 (37 M; 23 F); and nongame training: 55 (10 M; 45 F) 13–17 y/o | 4 sessions of 10 to 15 min, spread over 4 weeks, school based | Yes, at 4 to 6 weeks | Behavioral control increased significantly between pre- and posttest, in all three conditions, including the placebo training; no significant effects of the training were found on the adolescents' drinking frequency. | Near transfer |
| Sanchez et al., 2017 ( | Adventures aboard the S.S. GRIN (SG, PC, online) | Children struggling with social-emotional skills (scoring at or above the clinical cutoff on any subscale of the BASC-2) | Social literacy, social self-efficacy, social anxiety, social satisfaction, bullying victimization, bullying perpetration | RCT comparing immediate treatment condition or a wait-list control condition | IG: 33 (19 M; 14 F) CG: 36 (22; M 14 F) 7–11 y/o | 9 episodes of 25 min each over 9 weeks, home based | Last evaluation 1 week after training | Increase social-emotional skills knowledge and understanding (measured by the Achieved Learning Questionnaire); measures of social anxiety, social satisfaction, and bullying victimization were also significantly improved after playing the SG; absence of significant increase in children's belief in their ability to succeed in social situations. | Far transfer |
| Bul et al., 2016 ( | Plan-It Commander (SG, PC, online) | ADHD | Daily life functioning: time management, planning/organizing, and cooperation skills | 20-week multisite randomized controlled crossover open-label trial design: Participants randomized to group 1 received a serious game intervention in addition to treatment as usual for the first 10 weeks and then received treatment as usual only for the next 10 weeks. Participants randomized to group 2 received treatment as usual for the first 10 weeks and crossed over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks. | N = 170 (137 M; 33 F) Group 1: 88 Group 2: 82 8–12 y/o | 65 min sessions approximately 3 times per week for 10 weeks, Home-based | Yes, at 10 weeks | Significant improvement in daily life functioning across domains of time management, social skills and working memory. | Far transfer |
| Fridenson− Hayo et al., 2016 ( | Emotiplay (SG, PC, online) | ASD | ER | RCT conducted simultaneously in Israel and in Sweden, in which children with ASD using the SG were compared to a waiting-list control (treatment as usual) | Israel: EG: 23; CG: 20 Sweden: EG:20; CG: 20 6–9 y/o | At least 2 h a week for 8 weeks, | Yes, at 8 weeks | Significant improvement on participant's performance on ER, body language and integrative tasks; parents also reported that their children improved their adaptive socialization. | Far transfer |
| Weerdmeester et al., 2016 ( | Adventurous Dreaming Highflying Dragon (Serious Exergame, PC using Kinect sensor, offline) | ADHD | Impulsivity, inattention, hyperactivity, and motor deficiency | RCT comparing two groups: intervention group played the serious exergame, while control group played a Kinect-based commercial game (Angry Birds) | EG: 37 CG: 36 6–13 y/o | 6 sessions of 15 min over 3 weeks, school-based | No | Equal improvement was found in both groups in terms of fine motor skills, no significant change was found in gross motor skills. Children who played Dragon exhibited a marginally greater improvement than control group in terms of teacher-reported symptoms | Far transfer |
| Scholten et al., 2016 ( | Dojo (SG, PC, heart rate variability biofeedback) | Adolescents with subclinical levels of anxiety | Anxiety prevention | RCT comparing two groups: EG played DOJO and the CG played a commercial game (Rayman) | EG: 70 CG: 68 11–15 y/o | 6 sessions over 3 weeks (2 h per week), School-based | Yes, at 3 months | Anxiety symptoms significantly decreased at follow-up in both conditions. | Far transfer |
| Schoneveld et al, 2016 ( | MindLight (SG, PC, neurofeedback) | Children with elevated levels of anxiety | Anxiety prevention | RCT: comparing two groups: EG played Mindlight and the CG group played Max and the Magic Marker, a commercially available video game. | EG: 69 (30 M; 38F) CG: 66 (31 M;35F) | 5 training session of 1 h, twice a week, School based | Yes, at 3 months | Children in both conditions showed significant improvements on anxiety symptoms by the 3-month follow-up, based both on child and parent reports. | Far transfer |
| Dovis et al., 2015 ( | Brain game Brian (SG, PC) | ADHD combined type associated or not with ODD (oppositional defiant disorder) | WM, response inhibition and cognitive flexibility | RCT: full-active condition. In this condition WM, inhibition and cognitive-flexibility were all in training-mode Partially active condition: played the same game but the WM task was in placebo-mode Placebo group: in this condition WM, inhibition and cognitive-flexibility were all in placebo-mode | EG: 31 (25 M; 6 F) Partially active condition: 28 (22 M; 6 F) Placebo Group: 30 (M 24; 6F) Age: 8–12 y/o | 25 training sessions of 35–50 min, over 5-week, Home-based | Yes, at 3 months | Improvement on measures of visuospatial STM (short term memory) and WM, inhibitory performance and interference control; significant improvement on teacher-rated ADHD behavior. | Far transfer |
| Murphy et al., 2014 ( | Maze Task (SG cooperative game, PC, 2 player) | Children with impairments in social communication | Pragmatic language skills, peer cooperation | RCT comparing two group: EG and DIG: each group is composed by dyads including one child with HP and one with LP, both groups undergoes the same intervention with a time delay. The intervention consists of two procedures: one during which LP children play the game with an HP child and another during which LP children plays the game with the third author using communication training methods based on the modelling approach as developed by Palincsar and Brown (1984).( | EG: 16 (5 M 11 F) DIG: 16 (8 M 8F) 5–6 y/o | 3 times 30 min communication intervention training sessions with the third authors and 2 sessions playing with HP children | Yes, not known | Increase on scores on the Test of Pragmatic Skills and in the use of information-seeking questions | Far transfer |
| Merry et al., 2012 ( | SPARX (SG, PC, online) | Adolescents with mild-to-moderate depressive disorder | Depression symptoms, anxiety, quality of life | Randomized controlled non-inferiority trial comparing the SG (based on a CBT program) with treatment as usual. | IG: 94 (35 M; 59 F) TAU: 93 (29 M; 64 F) 12–19 y/o | 7 modules of 20 to 40 min over 4 to 7 weeks, home based or in the facility where the adolescent sought help | Yes, 3 months | Clinically significant reduction in depression, anxiety, hopelessness and an improvement in quality of life with a persistence of the effects at 3 months follow up. The response and remission rates for participants in the SPARX group (66% and 44% respectively) compare favorably with other effective monotherapies, including antidepressants and cognitive behavioral therapy. | Far transfer |
| Łuniewska et al., 2018 ( | Rayman Raving Rabbids (Action video game, Wii) | Polish-speaking children with dyslexia | Reading, phonological, and attentional skills | RCT comparing 3 groups: 2 training groups: AVG group playing Rayman and NAVG group playing a specifically designed game based on phonological awareness tasks; and a control group which did not participate in any video-game-based training | AVG: 27 (18 M; 9 F) NAVG: 27 (18 M; 9 F) CG: 16 (15 M 1 F) 9–13 y/o | 16 training sessions of 50 min, laboratory based | Last test 1 to 18 days after training | AVG and NAVG trainings resulted in the increase of both reading accuracy and speed. However, a dyslexic control group, which did not participate in any special training, presented the same enhancement or stability of reading-related skills than the two training groups. | No generalization |
| Benzing et al., 2018 ( | Shape Up (exergame, Xbox + Kinect sensor) | ADHD | Inhibition, switching and visual WM | RCT comparing two group: an acute session of exergaming condition and a control group watching a documentary about mountain running | EC: 24 (20 M; 4 F) CG: 22 (18 M; 4 F) 8–12 y/o | Single session of 15 min Home-based | No | Participants in the exergaming group performed significantly faster than those in the control group in terms of both inhibition and switching, but there was no significant difference in the accuracy of the two tasks nor in visual working memory performance. | Near transfer |
| Franceschini et al., 2017 ( | Rayman Raving Rabbids (Action video game, Wii) | English-speaking children with dyslexia | Reading, phonological, and attentional skills | Comparative study comparing two matched groups of English-speaking children with dyslexia before and after they played AVG (selected action mini games from Rayman) or NAVG (selected non action mini games from Rayman). | N = 28 (20 M; 8 F) AVG: 16 NAVG: 12 7–14 y/o | 9 sessions of 80 min during two weeks, Laboratory-based | Last test 1 to 3 days after training | Improvement in attention, word reading and phonological decoding efficiency after AVG training | Far transfer |
| Bonney et al., 2017 ( | Wii fit (exergame, Wii + balance board) | DCD | Body function and structure (impairment), activity (activity limitations), and participation restrictions | Assessor blinded, stratified, randomized trial: participants (female adolescent) were assigned to receive either TFT or Wii training. | TFT group: 22 (22 F) Wii training group: 21 (21 F) 13–16 y/o | 45 min training per week for 14 weeks, School-based | No | The two groups had significant improvement | Far transfer |
| Dickinson et Place, 2016 ( | Mario and Sonics at the Olympics (exergame, Wii, 1 to 4 players) | ASD with moderate or severe learning disability | Social functioning | Pooled subject design, with the children randomly allocated to either intervention or control group. Children allocated to the control group had the standard school physical education program. Children in the intervention group, in addition to these standard lessons, had sessions in which they used the activity game in groups of 2 to 4, under supervision. | IG: 50 (39 M; 11 F) CG: 50 (40 M; 10 F) 5–15 y/o | 15 min per day, 3 times a week, 9 months period, School-based | No | Teacher-completed measures of social functioning showed that boys in the intervention group had made statistically significant improvement in their functioning when compared to controls. The number of girls in the study was too small for any change to reach statistical significance. | Far transfer |
| Straker et al., 2015 ( | Range of non-violent exergames (11) provided to children (exergames, PlayStation 3 + PlayStation Eye and move and Xbox 360 + Kinect) | DCD | Physical activity, sedentary time | Crossover RCT: both groups played had an exergame intervention for 16 weeks and no exergame for 16 weeks. | N = 21 (10 M; 11 F) Group 1: 11 Group 2: 10 10–12 y/o | 20 min a day, 4 to 5 days a week over a period of 16 weeks, Home-based | No | AVG intervention did not improve the physical activity or sedentary time of the participants. Participants, but not the parents, did report significantly enhanced perception of physical skills following the exergame in comparison to no exergame. | Near transfer |
| Hammond et al., 2014 ( | Wii fit (exergame, Wii + balance board) | DCD | Motor proficiency, self-perceived ability and satisfaction, and parental assessment of emotional and behavioral problems | Randomized crossover controlled trial, both groups had the exergame intervention for 4 weeks and a local school-run motor intervention program (“jump ahead”) for another 4 weeks | Group A: 10 (8 M; 2 F) Group B: 8 (6 M; 2 F) 7–11 y/o | 3 sessions of 10 min per week for 1 month, School-based | No | Both groups showed significant gains in motor proficiency, and in child's perception of his/her motor ability, and reported emotional well-being for many, but not all, children. Parent's ratings improved in Group A following the Wii Fit intervention but not after the “jump ahead” intervention. | Far transfer |
| Franceschini et al 2013 ( | Rayman Raving Rabbids (Action video game, Wii) | Italian-speaking children with dyslexia | Reading, phonological, and attentional skills | Comparative study comparing two matched groups of Italian-speaking children with dyslexia before and after they played AVG (selected action mini games from Rayman) or NAVG (selected non action mini games from Rayman) | AVG: 10 NAVG: 10 7–13 y/o | 9 sessions of 80 min during two weeks, Laboratory-based | Last test 1 to 3 days after training | Improvement in word reading and phonological decoding efficiency after AVG training | Far transfer |
ADHD, Attention deficit hyperactivity disorder; ASD, Autism spectrum disorder; AVG, action video games; CBT, cognitive behavioral therapy; CG, control group; DCD, Developmental coordination disorder; DIG, delayed intervention group; EG, experimental group; ER, Emotion recognition; HP, with high pragmatic language skills; LP, low pragmatic language skills; NAVG, non-action video games; RCT, randomized controlled trial; SG, serious game; TFT, Task oriented Functional Training; WM, working memory.