| Literature DB >> 34927589 |
Kim Martinez1, Maria Isabel Menéndez-Menéndez1, Andres Bustillo2.
Abstract
BACKGROUND: Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities.Entities:
Keywords: adolescents; anxiety; awareness; children; depression; detection; mental health; prevention; serious games; therapy; virtual reality
Year: 2021 PMID: 34927589 PMCID: PMC8726021 DOI: 10.2196/30482
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Comparison of published reviews of serious games for mental health.
| Review | Number of studies | Years of publication | Subject and target | Conclusions |
| Dias et al [ | 28 serious games and gamified apps | 2007-2016 | Depression care for every possible target | The primary aim of researchers is improving treatment engagement, but there is a lack of effectiveness evaluation. |
| Barnes and Prescott [ | 5 serious games | 2011-2016 | Therapy for adolescents with anxiety disorders | The research is limited, but the findings suggest games have the potential to reduce anxiety levels in adolescents. |
| Villani et al [ | 23 serious and commercial games | 2007-2017 | Video game effects on emotional regulation and mental health well-being for every possible target | An initial guideline to design serious games for emotional or social abilities and the need for building intervention protocols around commercial games. |
| Vajawat et al [ | 29 serious and commercial games | 2008-2020 | ADHDa, autistic spectrum disorders, eating disorders, posttraumatic stress, impulse control disorders, depression, schizophrenia, dementia, and healthy aging for every possible target | Serious games have great potential but need to explore more applications and targets; review includes the need for standardization of guidelines, more comparison between studies, and the incorporation of VRb and artificial intelligence. |
| David et al [ | 34 serious games | 1989-2014 | Mental health promotion and health behavioral change for children and adolescents | Serious games are not ready for dissemination as a stand-alone treatment/prevention strategy but have the potential to serve as valuable clinical tools. |
| Zayeni et al [ | 22 serious and commercial games | 2012-2019 | Therapeutic and preventive video games for children and adolescents | Video games can be an effective tool for psychotherapy but there is a lack of effectiveness evaluation. |
aADHD: attention deficit hyperactivity disorder.
bVR: virtual reality.
Figure 1Flow diagram of the selection process.
Figure 2Application of games by mental health condition.
Figure 3Mental health condition by age range.
Figure 4Game application by age range.
Figure 5Mental health purpose by its condition and game application. CBT: cognitive behavioral therapy.
Figure 6Game genre by game application and mental health purpose. CBT: cognitive behavioral therapy.
Figure 7Paper objective by game application.
Figure 8Paper objective by type of evaluation.
Figure 9Paper objective by type of data comparison.
Figure 10Game performance by game application.
Figure 11Game performance by age range.
Figure 12Device used by game application and age range.
Figure 13Required time by game application.
Figure 14Required time by device used.
Figure 15Total groups and game groups by game application.
Summary of trends and future lines of serious games.
| Analyzed processes in this serious games review | ||
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| The majority of games treat both depression and anxiety, with prevention and therapy being the most common applications. |
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| Exclusive games for depression are targeted to adolescence and anxiety games to childhood. |
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| Prevention and therapy games have the widest range of learning: emotional and social skills, meditation, cognitive behavioral therapy, and anxiety symptom reduction. |
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| More awareness and detection games are needed, and the 4 applications should be mixed to increase the effect. |
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| Anxiety and depression should be equally addressed in all age ranges. |
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| There are still no games that test depressive symptoms. |
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| The most common game genres are arcade minigames, adventure worlds, and social simulations, in this order. |
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| Arcade minigames and adventure worlds can serve most types of learning, while social simulations are more valuable to teach social skills and stigma reduction. |
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| Therapy games usually use smartphones and prevention games use PC, regardless of the target age. |
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| Most games are played within 1 hour, but prevention and therapy games can be longer. |
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| There should be more games for VR to take advantage of the learning capabilities this device offers. |
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| Game design should be standardized to better develop these games. |
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| These serious games should be available to the general public to assess design and development. |
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| Therapy games are the only ones not used as a stand-alone tool. |
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| Prevention, detection, and awareness games are tested with the largest groups, and therapy games with the smallest. |
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| Most studies measure skills improvement or symptom reduction in participants, commonly using normalized questionnaires. |
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| Most studies collect and compare participant data before and after playing, which should be the standard. |
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| Serious games should not be the only tool for the learning and should always offer support and perform a debriefing. |
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| Studies should use standardized questionnaires so the results could be compared between studies. |
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| Games should be developed so playing data could be collected and analyzed to understand participant behavior and learning. |