Search results
Jul 31, 2020 · We included 34 clinical and experimental randomized studies investigating the efficacy of serious games on mental health promotion and health-related behavioral change in children and adolescents. Results showed a small, but significant effect size with very high heterogeneity.
- Oana Alexandra David, Cristina Costescu, Roxana Cardos, Cristina Mogoaşe
- 2020
Feb 2, 2022 · The available evidence suggests that serious games could be an effective format for an intervention to reduce mental health symptoms and improve outcomes of individuals. Better designed studies would further develop confidence in this area.
- 10.1192/bjo.2022.4
- 2022/03
- BJPsych Open. 2022 Mar; 8(2): e37.
But how do these mental health games perform on improving mental health? Are there evidence-based serious games for the treatment or prevention of mental health symptoms? To date, few serious games have been tested and reported in the scientific literature.
Jan 9, 2017 · We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit ...
Jan 18, 2017 · The serious games focused on symptoms of depression (n = 2), post-traumatic stress disorder (n = 2), autism spectrum disorder (n = 2), attention deficit hyperactivity disorder (n = 1), cognitive functioning (n = 2), and alcohol use disorder (n = 1).
- Ho Ming Lau, Johannes H. Smit, Theresa M. Fleming, Heleen Riper
- 2017
Jan 14, 2022 · Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological therapeutic intervention for depression. Previous systematic reviews have summarized evidence of effectiveness of serious games in reducing depression symptoms; however, they are limited by design and methodological shortcomings.
Nov 4, 2022 · Supporting educators to deliver health promotion messages to adolescents using serious games acknowledges twenty-first century learning and popular culture, and potential of game play to tackle niche health issues.