Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies

IF 13.7 1区 心理学 Q1 PSYCHOLOGY, CLINICAL Clinical Psychology Review Pub Date : 2024-01-30 DOI:10.1016/j.cpr.2024.102396
Aniek Wols , Michelle Pingel , Anna Lichtwarck-Aschoff , Isabela Granic
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Abstract

Many youth experience mental health problems and digital games hold potential as mental health interventions. This systematic review provides an overview of randomised controlled studies assessing the effectiveness of digital applied and casual games for improving mental health in youth aged 6–24 years. A systematic search of PsycINFO, Web of Science and Pubmed yielded 145 eligible studies. Studies on (sub)clinical participant samples (n = 75) most often focused on attention-deficit/hyperactivity disorder (ADHD), autism and anxiety. Applied games were found most effective for improving social skills, verbal memory and anxiety, whereas casual games were found most effective for improving depression, anxiety and ADHD. Studies involving healthy youth (n = 70) were grouped into papers examining anxiety in medical settings, momentary effects on positive and negative affect, and papers employing a longitudinal design measuring mental health trait outcomes. Promising results were found for the use of games as distraction tools in medical settings, and for applied and casual games for improving momentary affect. Overall, our findings demonstrate the potential of digital games for improving mental health. Implications and recommendations for future research are discussed, such as developing evaluation guidelines, clearly defining applied games, harmonising outcome measures, including positive outcomes, and examining nonspecific factors that may influence symptom improvement as well.

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应用游戏和休闲游戏对青少年心理健康的影响:随机对照研究的系统回顾
许多青少年都会遇到心理健康问题,而数字游戏具有作为心理健康干预措施的潜力。本系统综述概述了随机对照研究,评估了数字应用游戏和休闲游戏对改善 6-24 岁青少年心理健康的有效性。通过对 PsycINFO、Web of Science 和 Pubmed 的系统性检索,共获得 145 项符合条件的研究。以(亚)临床参与者样本(n = 75)为对象的研究多集中于注意力缺陷/多动障碍(ADHD)、自闭症和焦虑症。研究发现,应用游戏对改善社交技能、语言记忆和焦虑症最有效,而休闲游戏对改善抑郁症、焦虑症和多动症最有效。涉及健康青少年的研究(n = 70)被归类为研究医疗环境中的焦虑、对积极和消极情绪的瞬间影响的论文,以及采用纵向设计测量心理健康特征结果的论文。结果发现,在医疗环境中使用游戏作为分散注意力的工具,以及应用游戏和休闲游戏改善瞬间情绪的效果都很不错。总之,我们的研究结果证明了数字游戏在改善心理健康方面的潜力。我们还讨论了未来研究的意义和建议,如制定评估指南、明确定义应用游戏、统一结果测量方法(包括积极结果)以及研究可能影响症状改善的非特异性因素。
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来源期刊
Clinical Psychology Review
Clinical Psychology Review PSYCHOLOGY, CLINICAL-
CiteScore
23.10
自引率
1.60%
发文量
65
期刊介绍: Clinical Psychology Review serves as a platform for substantial reviews addressing pertinent topics in clinical psychology. Encompassing a spectrum of issues, from psychopathology to behavior therapy, cognition to cognitive therapies, behavioral medicine to community mental health, assessment, and child development, the journal seeks cutting-edge papers that significantly contribute to advancing the science and/or practice of clinical psychology. While maintaining a primary focus on topics directly related to clinical psychology, the journal occasionally features reviews on psychophysiology, learning therapy, experimental psychopathology, and social psychology, provided they demonstrate a clear connection to research or practice in clinical psychology. Integrative literature reviews and summaries of innovative ongoing clinical research programs find a place within its pages. However, reports on individual research studies and theoretical treatises or clinical guides lacking an empirical base are deemed inappropriate for publication.
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