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The effectiveness of gaming interventions for depression and anxiety in young people: systematic review and meta-analysis

Published online by Cambridge University Press:  07 January 2022

Christopher Townsend
Affiliation:
Institute for Mental Health, School of Psychology, University of Birmingham, UK
Clara Humpston*
Affiliation:
Institute for Mental Health, School of Psychology, University of Birmingham, UK
Jack Rogers
Affiliation:
Institute for Mental Health, School of Psychology, University of Birmingham, UK
Victoria Goodyear
Affiliation:
Institute for Mental Health, School of Psychology, University of Birmingham, UK; and School of Sport, Exercise and Rehabilitation Sciences, University of Birmingham, UK
Anna Lavis
Affiliation:
Institute for Mental Health, School of Psychology, University of Birmingham, UK; and Institute of Applied Health Research, College of Medical and Dental Sciences, UK
Maria Michail
Affiliation:
Institute for Mental Health, School of Psychology, University of Birmingham, UK
*
Correspondence: Clara Humpston. Email: c.s.humpston@bham.ac.uk
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Abstract

Background

Recent research has investigated the use of serious games as a form of therapeutic intervention for depression and anxiety in young people.

Aims

To conduct a systematic review and meta-analysis into the effectiveness of gaming interventions for treating either depression or anxiety in individuals aged 12–25 years.

Method

An electronic search was conducted on the 30 March 2020, using PsycINFO, ISI Web of Science Core Collection, Medline and EMBASE databases. Standardised effect sizes (Hedge's g) were calculated for between-participant comparisons between experimental (therapeutic intervention) and control conditions, and within-participant comparisons between pre- and post-intervention time points for repeated measures designs.

Results

Twelve studies (seven randomised controlled trials (RCTs) and five non-randomised studies) were included. For RCTs, there was a statistically significant and robust effect (g = −0.54, 95% CI −1.00 to −0.08) favouring the therapeutic intervention when treating youth depression. For non-RCTs, using a repeated measures design, the overall effect was also strong (g = −0.75, 95% CI −1.64 to 0.14) favouring therapeutic intervention, but this was not statistically significant. Interestingly, we found no statistically significant effect for treating youth anxiety.

Conclusions

There is preliminary evidence to suggest that gaming interventions are an effective treatment for youth depression, but not anxiety. Further research is warranted to establish the utility, acceptability and effectiveness of gaming interventions in treating mental health problems in young people.

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

Fig. 1 Preferred Reporting Items for Systematic Reviews and Meta-Analyses flowchart for study selection. RCT, randomised controlled trial.

Figure 1

Table 1 Characteristics of studies included in the current review

Figure 2

Fig. 2 Baseline comparisons for RCTs and non-RCTs. RCT, randomised controlled trial.

Figure 3

Fig. 3 Effects of gaming interventions on youth depression for RCTs and non-RCTs. RCT, randomised controlled trial.

Figure 4

Fig. 4 Effects of gaming interventions on youth anxiety for RCTs and non-RCTs. RCT, randomised controlled trial.

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