| Literature DB >> 35465647 |
Manuela Ferrari1,2, Judith Sabetti2, Sarah V McIlwaine2,3, Sahar Fazeli1,2, S M Hani Sadati2,4, Jai L Shah1,2,3, Suzanne Archie5, Katherine M Boydell6, Shalini Lal2,7,8, Joanna Henderson9, Mario Alvarez-Jimenez10,11, Neil Andersson12,13, Rune Kristian Lundedal Nielsen14, Jennifer A Reynolds15, Srividya N Iyer1,2,3.
Abstract
Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide appeal among young people, including those who receive mental health services. This review identifies the literature on videogame interventions for young people, ages 12-29, and maps the data on game use by those with mental health and substance use problems, focusing on evidence for the capacity of games to support treatment in youth mental health services; how stakeholders are involved in developing or evaluating games; and any potential harms and ethical remedies identified. A systematic scoping review methodology was used to identify and assess relevant studies. A search of multiple databases identified a total of 8,733 articles. They were screened, and 49 studies testing 32 digital games retained. An adapted stepped care model, including four levels, or steps, based on illness manifestation and severity, was used as a conceptual framework for organizing target populations, mental health conditions and corresponding digital games, and study results. The 49 selected studies included: 10 studies (20.4%) on mental health promotion/prevention or education for undiagnosed youth (Step 0: 7 games); 6 studies (12.2%) on at-risk groups or suspected mental problems (Step 1: 5 games); 24 studies (49.0%) on mild to moderate mental conditions (Steps 2-3: 16 games); and 9 studies (18.4%) focused on severe and complex mental conditions (Step 4: 7 games). Two interventions were played by youth at more than one level of illness severity: the SPARX game (Steps 1, 2-3, 4) and Dojo (Steps 2-3 and 4), bringing the total game count to 35 with these repetitions. Findings support the potential integration of digital games in youth services based on study outcomes, user satisfaction, relatively high program retention rates and the potential usefulness of most games for mental health treatment or promotion/prevention. Most studies included stakeholder feedback, and involvement ratings were very high for seven games. Potential harms were not addressed in this body of research. This review provides an important initial repository and evaluation of videogames for use in clinical settings concerned with youth mental health.Entities:
Keywords: digital games; digital mental health interventions; e-interventions; scoping review; stepped care; video games; youth; youth and young adults
Year: 2022 PMID: 35465647 PMCID: PMC9021794 DOI: 10.3389/fdgth.2022.814248
Source DB: PubMed Journal: Front Digit Health ISSN: 2673-253X
Figure 1PRISMA 2020 flow diagram for updated systematic reviews which included searches of databases, registers, and other sources.
Figure 2Stepped Care Model for Videogame Interventions.
Game characteristics.
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| Spanish | Role-playing game | 55 min./session | Students visit a shipwreck, whose occupants end up lost on an island. Players control one of the characters and make decisions on how to deal with different situations. | Unclear | No | No | Not available |
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| English | Puzzle game | 10 min. | No storyline | No | No | No | Not available |
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| Chinese | Role-playing game | NA | Overall game has ten missions to be fulfilled [storyline not clear]. | Unclear | No | No | Not available |
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| Spanish | Puzzle game | 15–35 min. | Two scenarios with different levels of difficulty. 1) user sees cockroaches on various surfaces displayed on the phone screen; the virtual insects wear (closed toe) shoes at the first level, summer shoes (open toe) at the intermediate level, and on a hand at the advanced level. 2) users see (on camera) virtual cockroaches on real surfaces (e.g., on their real clothes, hands, etc.). | No | No | No | Not available |
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| English | Adventure and puzzle game | 30 min./session | Player discovers a hidden temple and is accompanied by Dojo masters through various trainings and challenges. The player must remain calm under stress. | No | Yes | Yes | YouTube demo: |
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| English | Role-playing game | 15–20 min. | Young adult interacts with three-dimensional avatars of healthcare providers and staff in a virtual office visit. A virtual coach supports the young adult in communications with the healthcare team; gives tailored feedback. | Unclear | No | No | Not available |
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| Romanian and English | Action and adventure game | NA | Player selects a character and undertakes a flying challenge to collect functional emotions written on colorful balloons, while avoiding dysfunctional emotions and other obstacles. | Unclear | No | No |
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| English | Exergames | NA | In Just Dance, players imitate on-screen dance choreography from over 40 songs, and are judged on their ability to follow a dance routine to a chosen song. Players can unlock gifts such as new songs, game modes, and Dance Mashups combining different dance routines. | No | No | No | YouTube link to Just Dance: |
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| None | Adventure game | Not clear | Players travel through a desert and underground areas to the top of a snowy mountain. | No | No | No |
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| Spanish | RPG adventure game | 11:57 min. | Maya, a sad teenager, gets involved in an environmental protest with her friend to save a park. They give information to an official. The protesters win and save the park. | Unclear | No | No | Not available |
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| None | Exploration | 10–20 min. | Two comparable, virtual environments: a pirate island (“island”), and a large mansion and surroundings for players to explore. | No | No | No | Not available |
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| English (Dutch translation of tutorials) | Gamified smartphone app | 5–20 min./session | A game-based meditation app with 10 relaxation tutorials that are played on an iPad. Players wear an electroencephalography (EEG)–based headband that provides real-time neurofeedback. | No | Yes | No |
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| Korean | Quests, serious and educational games | NA | No storyline. | NA | No | No | Not available |
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| English | Role-playing game | 45-60 min. | Initial scene as players have moved in and need to unpack. Energy-consuming activities (e.g., unpacking, visiting new environments) delete an energy bar, which is restored by doing restorative activities (e.g., taking a shower, sleeping). Game teaches about causes, symptoms, and treatment of FEP through a computer. Characters visit other places where they can watch videos inspiring hope and recovery. | Yes | No | No | YouTube video: |
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| English | Role-playing game | 45-50 min. | A series of game characters introduce mental health concepts through conversation, embedded animations, videos, and questions about player's own situation. Players carry an in-game notebook for answering characters' questions and recording new ideas. Negative automatic thoughts are presented as little creatures called gNATs who sting people, causing 9 types of negative thinking. gNATs provide a concrete representation of a key CBT concept. | No | No | No |
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| Spanish | Role-playing game | 20 min. | Video game includes three mini-games: (1) The Face of Cronos, based on biofeedback; (2) Treasures of the Sea, a virtual swimming game that trains for visuospatial abilities, visual working memory, and decision making; and (3) Sign of the Magupta, a relaxation game. | Unclear | Yes | Yes | Not available |
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| English, Hindi, and Konkani | Adventure game | Not clear | Game teaches problem-solving skills through interactive animated vignettes and personalized action plans, with encouraging prompts and feedback by an in-app guide character. Storyline is not clear. | Unclear | No | No |
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| Chinese | Role-playing and adventure game | 45 min. | User takes on role of a space intern in a fictional setting showing cognitive distortions on earth. Guided by Professor Gooley, they undertake a space journey to 8 planets, searching for the Flame of Mind to solve the world health crisis. Quests prompt them to learn and apply psychological constructs to obtain the various components for activating the Flame of Mind. | Unclear | No | No |
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| English | Action game (Space Invader style) | 30–45 min. learning phase; 15 min. self-regulation phase | Like the arcade game, Space Invaders, with a pulse oximeter to measure heart rate. Player maneuvers a spaceship horizontally, firing at enemy spaceships, withholding fire when friendly spaceships fly past. | No | Yes | No | YouTube video: |
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| English and Korean | Platform game | 30 min./session | Players select one of five games in the platform and perform related tasks based on the concept of repetitive exposure and response prevention. | No | Yes | Yes | Not available |
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| English | Role-playing game | 69-91 min. | Player completes a short survey that measures positive affect, then is presented with game scenario around move to a new town. In-game mood (tracked over time) is affected by activities and response to characters and situations. | Unclear | No | No | Not available |
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| English | Body motion-activated game | NA | The suite of games makes use of whole-body motion detection and a voice-recognition feature. Drug refusal elicits the phrase “I'm clean”. Games include Recovery Ninja (destroy drugs), Recovery Ninja+Goodies (destroy and discern), Recovery Climber (avoid drugs), Recovery Racer (destroy drugs), Recovery Racer+Goodies (destroy and discern), Recovery Runner (avoid drugs), and Recovery Runner+Goodies (avoid and discern). | No | No | Yes | Not available |
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| Romanian and English | Several genres, mainly action and adventure game | 50 min. | Developed around the character of RETMAN, player practices Rational Emotive and Behavioral Therapy. RETMAN guides youth in saving the minds of Earth's inhabitants from the powers of Irrationalizer. | Unclear | No | No |
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| Dutch | Gamified digital platform | Not clear | Game is like a slot machine; uses a coin-based reward system and attractive graphics, animations (e.g., spinning wheels with pictures of beverages), and sound effects. | No | No | No | Not available |
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| English | Platform | 2-5-min./ mini- game | Each game (of 4) contains content for multiple scenarios and levels of difficulty. | No | No | No | Not available |
| English | Fantasy game | 30 min./ module | In SPARX (Smart, Positive, Active, Realistic, X-factor thoughts), the young person chooses an avatar and undertakes a series of challenges to restore the balance in a fantasy world dominated by GNATs (Gloomy Negative Automatic Thoughts). | Yes | No | No |
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| English and Spanish | Role-playing game | 60 min. | Various scenarios. | No | No | Unclear | YouTube video: |
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| English | Fantasy game | 20-30 min./ module | Setting is a fantasy game environment, where user selects and names an avatar, undertakes a quest through magical lands. Themes are linked to content (e.g., cognitive restructuring techniques covered in Sky and Star Cities). Points earned for completing each of seven modules; rewards after each module. | No | No | No | Available on request from the author |
| English | Role-playing game | Not clear | Game follows the lives of Riley, who moves from SimCity to Four Corners to start a new life with her Aunt Sharon, and Vincent, a millionaire searching for true love. The towns in which Riley and Vincent live are also available for gameplay after completion of the stories. | Yes | No | No |
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| Dutch | Fantasy game | 30 min. | User follows a journey toward a flourishing life, guided by a professor. | Unclear | No | No | Not available |
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| English | Platform or narrative game | 2–3 hours, entire game | No storyline | Unclear | No | No | Not available |
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| Dutch | Role-playing game | NA | In game sessions, the adolescent wakes up after a night of partying and does not remember what happened the night before. The 2-dimensional game leads the player to find out what happened. | Unclear | No | No | Not available |
Participation data and scores on stakeholder involvement in developing, evaluating, and testing 32 videogame interventions*.
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| Co-design workshops with youth and service providers (4) | Youth consultation at each stage (3) | Service provider focus groups; youth game testing sessions (2) | Gameplay (1) | (10) | |
| Youth, providers, and various Maori experts contributed to game design and development; youth included in co-design workshops (4 x 2) | Youth and family assessment and feedback (focus groups) (2) | None | (10) | ||
| Therapists and youth involved in user-centered design (UCD approach) (4) | Youth satisfaction rated (2) | Gameplay (1) | (7) | ||
| Youth participation in game development (4) | Youth satisfaction rated (2) | Gameplay (1) | (7) | ||
| Collaboration between clinicians and youth in game development (4) | Youth satisfaction rated (2) | Gameplay (1) | (7) | ||
| Youth participation in game development (4) | Parent involvement in game assessment | Gameplay (1) | (5) | ||
| Youth and family assessment and feedback (3) | Gameplay (1) | (4) | |||
| 5-member consultation board of addiction experts evaluated and revised an early prototype of game | Youth and treatment provider satisfaction rated (2) | Gameplay (1) | (3) | ||
| Parent involvement in game assessment | Youth game assessment (2) | Gameplay (1) | (3) | ||
| Parent involvement in study recruitment | Youth satisfaction rated (2) | Gameplay (1) | (3) | ||
| Youth survey on program (2) | Gameplay (1) | (3) | |||
| Therapist in-study assessment; youth game assessment (2) | Gameplay (1) | (3) | |||
| Collaboration, contribution, and approval of game by outside experts (2 therapists and 2 psychotherapists); input from team at Heidelberg Center for Psychotherapy Research | Youth post-game assessment; therapist interviews on game as treatment tool (2) | Gameplay (1) | (3) | ||
| Youth satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth and provider evaluations of game (2) | Gameplay (1) | (3) | |||
| Youth rating of game elements, satisfaction, and acceptability (2) | Gameplay (1) | (3) | |||
| Youth satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth and parent satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth satisfaction and enjoyment rated (2) | Gameplay (1) | (3) | |||
| Youth satisfaction rated (2) | Gameplay (1) | (3) | |||
| Youth satisfaction and enjoyment rated (2) | Gameplay (1) | (3) | |||
| Youth evaluation (esp. cultural elements) (2) | Gameplay (1) | (3) | |||
| Youth ratings on feasibility and acceptance (2) | Gameplay (1) | (3) | |||
| Youth game assessment (2) | Gameplay (1) | (3) | |||
| Youth satisfaction survey (2) | Gameplay (1) | (3) | |||
| Youth satisfaction assessed (2) | Gameplay (1) | (3) | |||
| Parents involved in advisory team that adapted GameSquad for youth with NPD | Parents involved in screening for study | Youth exit questionnaire with game assessment (2) | Gameplay; parent involvement in coaching sessions (1) | (3) | |
| Youth game enjoyment assessed (2) | Gameplay (1) | (3) | |||
| Youth game satisfaction assessed (2) | Gameplay (1) | (3) | |||
| Residential social workers delivered game | Semi-structured interviews with social workers | Gameplay (1) | (1) | ||
| Service providers involved in study recruitment | Gameplay (1) | (1) | |||
| Therapist in-study evaluation of game | Gameplay (1) | (1) | |||
| Gameplay (multiple studies) (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) | ||||
| Gameplay (1) | (1) |
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In ranking games that were tested in two or more studies, the study with the highest score was selected as the best representation of youth participation for a given game intervention.