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Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies
被引:1
|作者:
Wols, Aniek
[1
,4
]
Pingel, Michelle
[1
]
Lichtwarck-Aschoff, Anna
[2
]
Granic, Isabela
[3
]
机构:
[1] Radboud Univ Nijmegen, Behav Sci Inst, Nijmegen, Netherlands
[2] Univ Groningen, Dept Pedag & Educ Sci, Groningen, Netherlands
[3] McMaster Univ, Hlth Aging & Soc, Hamilton, ON, Canada
[4] Radboud Univ Nijmegen, Behav Sci Inst, POB 9104, NL-6500 HE Nijmegen, Netherlands
关键词:
Applied game;
Casual game;
Digital intervention;
Mental health;
Effectiveness;
Youth;
COGNITIVE-BEHAVIORAL THERAPY;
ATTENTION-DEFICIT/HYPERACTIVITY DISORDER;
VIRTUAL-REALITY DISTRACTION;
COMMERCIAL VIDEO GAMES;
CLINICAL HIGH-RISK;
CONTROLLED-TRIAL;
SERIOUS GAMES;
EMOTIONAL INTELLIGENCE;
PREVENTING DEPRESSION;
DIGITAL INTERVENTION;
D O I:
10.1016/j.cpr.2024.102396
中图分类号:
B849 [应用心理学];
学科分类号:
040203 ;
摘要:
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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页数:20
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