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Therapeutic use of serious games in mental health: scoping review

Published online by Cambridge University Press:  02 February 2022

Alice Dewhirst
Affiliation:
University of Exeter Medical School, UK
Richard Laugharne
Affiliation:
Cornwall Intellectual Disability Equitable Research, University of Plymouth Medical School, UK; and Cornwall Partnership NHS Foundation Trust, UK
Rohit Shankar*
Affiliation:
Cornwall Intellectual Disability Equitable Research, University of Plymouth Medical School, UK; and Cornwall Partnership NHS Foundation Trust, UK
*
Correspondence: Rohit Shankar. Email: rohit.shankar@plymouth.ac.uk
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Abstract

Background

There has been an increase in the development and application of serious games to support management of mental ill health, but their full impact is unclear.

Aims

Evaluation of the current evidence of acceptability and effectiveness of serious games in improving mental health disorders.

Method

A PRISMA-guided scoping review was conducted, using a predefined criteria and a relevant word combination on three databases: EMBASE, Medline and PsycINFO. Each included study was examined for game format, study type, number of participants, basic demographics, disorder targeted, recruitment, setting, control conditions, duration and follow-up, study attrition, primary outcomes and their results. Each study was given a Grading of Recommendations, Assessment, Development and Evaluations rating for quality.

Results

Fourteen out of 513 studies met the inclusion criteria. The serious games focused on symptoms of anxiety (n = 4), attention-deficit hyperactivity disorder (n = 3), depression (n = 2), schizophrenia (n = 2), alcohol use disorder (n = 2) and bipolar disorder (n = 1). There were multiple significant outcomes favouring serious games across conditions covered in the review. Study quality varied, with studies rated high (n = 3), moderate (n = 6), low (n = 3) and very low (n = 2).

Conclusions

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. This is a potential vehicle of change to deliver some of the much-needed psychiatric support to both economically developed and developing regions in a resource-utilitarian manner. Partnerships between the gaming industry, researchers and health services may benefit patients.

Information

Type
Review
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press on behalf of the Royal College of Psychiatrists
Figure 0

Table 1 Characteristics of the randomised controlled trials that are included in the review

Figure 1

Table 2 Significant outcomes and qualitative results of the studies

Figure 2

Table 3 GRADE rating criteria and individual study scores

Figure 3

Table 4 Comparison of current review with other previous reviews

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