| Literature DB >> 35113313 |
Marta Ruiz1,2, Manon Moreno2,3, Braulio Girela-Serrano4, Isaac Díaz-Oliván2, Laura Jiménez Muñoz2,3, Cristina González-Garrido1,2, Alejandro Porras-Segovia5,6,7.
Abstract
PURPOSE OF REVIEW: To review the evidence about video game-based therapeutic intervention for people diagnosed with depressive disorders. RECENTEntities:
Keywords: Depression; Serious games; Systematic review; Video games; eHealth
Mesh:
Year: 2022 PMID: 35113313 PMCID: PMC8811339 DOI: 10.1007/s11920-022-01314-7
Source DB: PubMed Journal: Curr Psychiatry Rep ISSN: 1523-3812 Impact factor: 8.081
Fig. 1Flow chart of the bibliographical search
Characteristics of the Reviewed Studies
| Study | Design | Duration | Country | Sample size | % Male | Population (N) | Mean Age (SD) (years) | Completion and compliance |
|---|---|---|---|---|---|---|---|---|
| Higgins et al. 2011 [ | NRCT | 4–7 weeks | Australia | 16 | 75ª | Sixteen participants from rural setting and small community organized in four group based on intragroup similarities | 13.68ª | NR |
| Cheek et al. 2018 [ | RCT | Single session of assessment | USA | 932 | 92.6 86.8 | Three hundred and fifty adult veterans drinkers (score at least 3 o 4 on AUDIT) and 582 adult veterans, both group participants play video games at least 1 h per week | 28.4 (3.4) 28.7 (3.4) | NR |
| Grant et al. 2018 [ | RCT | 8 weeks | USA | 24 | 62.5ª | Twenty-four participants who expressed symptoms of anxiety or have a diagnosis of anxiety disorder (12 intervention, 12 waiting list control group) | 12.88 (2.42) | Six participants dropped out before the intervention |
| Knox et al. 2011 [ | RCT | 6 weeks | Germany | 50 | 30.8ª | Fifty participants with a diagnosis of major depression or dysthymia (21 intervention, 29 waiting list control group) | 46 | NR |
| Kuhn et al. 2018 [ | RCT | 4–7 weeks | New Zealand | 187 | 37.2ª | One hundred and eighty-seven adolescent participants seeking help for depressive symptoms (94 intervention, 93 TAU) | 15.55 (1.54) 15.58 (1.66) | 9% of participant dropped out |
| Merry et al. 2012 [ | RCT | 4 weeks | Japan | 72 | 38.9ª | Seventy-two elderly participants (intervention, active control group) | 69.14 (3.70) 68.88 (3.73) | Two participants dropped out from intervention group |
| Nouchi et al. 2016 [ | NRCT | 12 weeks | Brazil | 47 | 0ª | Forty-seven elderly woman living in community-dwelling (22 intervention, 10 faller and 12 non-faller, 25 control, 12 fallers and 13 non-faller) | 73.6 (5.4) 68.7 (4.8) 69.9 (4.3) 68.9 (3.3) | Five dropped out before the final evaluation |
| Rodrigues et al. 2018 [ | NRCT | 12 weeks | USA | 19 | 31.5ª | Nineteen elderly participants with subsyndromal depression | 78.7 (8.7) | 86% of participants completed the entire intervention |
| Rosenberg et al. 2010 [ | RCT | 4 weeks | USA | 59 | 50.8ª | Fifty-nine participants with diagnosis of clinical depression (30 intervention, 29 control) | 29 31 | NR |
| Russoniello et al. 2013 [ | RCT | 4 weeks | USA | 49 | 18.3ª | Forty-nine participants with diagnosis of clinical depression (26 intervention, 23 control consisting in second psychiatric medication) | 41 (13.3) 45 (12.2) | 90% of participants completed all session and assessments |
| Russoniello et al. 2019 [ | Qualitative study) | Single session | New Zealand | 26 | Twenty-six young Maori (indigenous New Zealand) participants with their family | NR | NR | |
| Shepherd et al. 2015 [ | Qualitative study | 8 weeks | Estonia | 9 | 55.6ª | Nine pediatric participants with a diagnosis of cancer, (diagnosed no more than 1 year ago) | 9.1 (1.5) | 90% of participants completed the entire study |
AUDIT = Alcohol Use Disorders Identification Test; NR = Not Reported; NRCT = Non-randomized clinical trial; RCT = Randomized clinical trial; SD = Standard deviation; TAU = Treatment As Usual; USA = United States of America; y = years.
aPercentage calculated from data.
bMean age and standard deviation data for all the sample.
Features and effectiveness of the video game-based interventions
| Study | Name of the video game and platform | Characteristics | Type of therapeutic intervention | Procedure | Main findings |
|---|---|---|---|---|---|
| Higgins et al. 2011 [ | Single-player, three-dimensional interactive fantasy-based game | CBT | 30-min, 7-module that could be completed 1 or 2 times a week | From interview transcript: Participants perceived the game as useful, particularly for those who use computer game generally, which put the game in a high level of acceptability and satisfaction. Personalization was particularly valued | |
| Cheek et al. 2014 [ | NR | Online assessment about habits of playing videos games | NR | NR | Young adult veterans drinkers reported playing video games fewer hours per day (mean 2.3 (SD 1.8); no drinkers participants mean 3.5 (SD 3.2); |
| Grant et al. 2018 [ | Single-player, aimed to teach relaxation with psychoeducational content | Relaxation through biofeedback (with monitoring of HRV and SCL). Psychoeducation | Eight sessions | After intervention, the intervention group showed significantly lower rates of anxiety and depression scores on all standardized tests: MASC total [F(2,23) = 12.18, p < 0.001; partial 2 = 0.54], Somatic/Autonomic scale [F(2,23) = 6.74, p < 0.05; partial 2 = 0.39], Tense/Restless scale [F(2,23) = 5.31, p < 0.05; partial 2 = 0.34], Trait Anxiety subscale [F(1,23) = 3.95, p < 0.05; partial 2 = 0.327] a | |
| Knox et al. 2011 [ | Single-player, fast-paced action computer game aimed to reduce rumination | NR | NR | After playing game, the intervention group showed a significant lower rumination [ | |
| Kuhn et al. 2018 [ | Single-player, 3-dimensional interactive fantasy game | CBT | 30-min, 7-module that could be completed 1 or 2 times a week during 4 to 7 weeks | Intervention group showed a significant mean reduction in the children’s depression rating scale; mean reduction of 10.20 compared to 7.59 for control group, (difference 2.73, 95% confidence interval − 0.31 to 5.77; p < 0.05), and they showed higher remission rates (n = 31, 43.7%) than in the treatment as usual arm (n = 19, 26.4%), (difference 17.3%, 95% confidence interval 1.6% to 31.8%; p < 0.05) | |
| Merry et al. 2012 [ |
(Both via touch panel screen) | Single-player, brain active games to improve cognitive functions in the elderly | Cognitive training | 5 min–5 times a week during 4 weeks | After intervention PSTG group showed improvement in processing speed; Cd score [ However, there were no significant differences in reasoning, shifting, short term/working memory, and episodic memory Moreover, PSTG has showed a reduction in the depressive mood score [ |
| Nouchi et al. 2016 [ | Single-player, dance exergame, aimed to reduce depressive symptoms and risk factors for falling, and improve neuromotor training | NR | 40 min–3 times a week during 12 weeks | The intervention faller group showed a decrease in depressive symptoms compared to both control fallers (p < 0.05) and intervention non-fallers (p < 0.05) There were no significant differences for the other variables analyzed | |
| Rodrigues et al. 2018 [ | Nintendo Wii | Single-player, exergame, aimed to reduce Subsyndromal depression symptoms | NR | 35 min–3 times a week during 12 weeks | There was a significant reduction in depressive symptoms (-34.5%, p < 0.05), mental health-related quality of life (6.15%, p < 0.05) and cognitive achievement (5.07%, p < 0.05) but not physical health-related quality of life |
| Rosenberg et al. 2010 [ | Casual videogame (CVG) (Computer-based) | Single-player, gameplay to reduce depression symptoms | CBT | 30 min–3times a week during 4 weeks | Considering score in PHQ-9 scale, the intervention group showed a significant reduction in depressive symptoms at the end of study (MD = 2.82, SE = 1.23, p < 0.05) |
| Russoniello et al. 2013 [ | Single-player, casual videogame, aimed to reduce TRD symptoms and improve heart rate variability | 30–45 min–4 times a week during 4 weeks | Group intervention showed a significant improvement in treatment-resistant depression symptoms compared to the control group. (Wald X2 = 32.5, p < 0.001). Sixteen participants of the intervention group did not meet the criteria for clinical depression Changes in heart rate variability indicators showed an increase in parasympathetic engagement and balance in the intervention group compared with the control group (MD = -1.2, SE = 0.55, p < 0.05) | ||
| Russoniello et al. 2019 [ | Single-player, three-dimensional interactive fantasy-based game | CBT | 30–60 min—single session of prototype | From semi-structured interview: participants considered SPARX as positive and useful to be inserted as a computerized therapy for indigenous young people and families | |
| Shepherd et al. 2015 [ | Single-player, engaging game environment that delivered psychological and treatment support, aimed to reduce the psychological negative impact of chronic mental illness | Self-Determination Theory and the Player Experience of Need Satisfaction model | 10 min a day during 60 days | From semi-structured interview: 67% of the participants still carry on gaming after study (10/15). Psychological support and mini games were the components most used and the education module was one of the preferred by the participants. The average of received psychological support or psychoeducation was 66.6 times There were a statistically significant reduction in general health problems ( |
CBT = Cognitive behavioral therapy; KQTG = Knowledge Quiz Training Game MASC = Multidimensional Anxiety Scale for Children; PHQ-9 = Patient Health Questionnaire-9; PSTG = Processing Speed Training Game; SCL = Skin Conductance Level; SE = Standard Error; SPARX = Smart, Positive, Active, Realistic, X-factor thoughts; TRD = Treatment Resistant Depression Symptoms.