Data Modeling
Applied Games as a Treatment Approach for Children's Mental Health Problems
Md. Iqbal Hossan 1*, Md. Serajul Kabir Chowdhury Rubel 1, Md. Arifur Rahman 2,
Data Modeling 3 (1) 1-8 https://doi.org/10.25163/data.3110935
Submitted: 22 October 2022 Revised: 08 December 2022 Accepted: 18 December 2022 Published: 20 December 2022
Abstract
Childhood mental health problems often go unrecognized and untreated, particularly in low-resource settings such as Bangladesh, where limited awareness, delayed diagnosis, and scarce treatment facilities leave many children without care. Applied (serious) games have emerged as a potentially scalable, engaging alternative or adjunct to conventional clinical treatment. We conducted a systematic literature search, primarily through Google Scholar, covering studies published between 2012 and 2022 using search terms related to children's mental health and game-based treatment. Records were screened against pre-defined eligibility criteria requiring randomized designs, child or adolescent participants, a technology-based game intervention, and peer-reviewed publication; 209 records were identified, and 35 studies met inclusion criteria following full-text review. Included studies covered biofeedback games, cognitive-training games, exergames, virtual reality (VR) interventions, and narrative-based cognitive behavioral therapy (CBT) games targeting anxiety, depression, ADHD, autism spectrum symptoms, and post-traumatic stress. Depression-focused interventions, particularly SPARX, showed the most consistent and clinically meaningful effects, while anxiety-focused games generally produced small-to-medium pre-post effects that did not always exceed non-therapeutic comparison games. VR interventions showed modest within-group improvements but did not statistically outperform waiting-list controls. Applied games appear to be a feasible and, for some conditions, effective treatment avenue for children's mental health problems, though the evidence base remains limited by small trial sizes and inconsistent reporting. Larger, independent randomized controlled trials are needed before applied games can be confidently positioned alongside conventional clinical treatment.
Keywords: Applied games; Serious games; Children's mental health; Anxiety; Depression; Digital intervention; Virtual reality.
References
Amon, K. L., & Campbell, A. (2008). Can children with AD/HD learn relaxation and breathing techniques through biofeedback video games? Australian Journal of Educational & Developmental Psychology, 8, 72–84.
David, O. A., & Magurean, S. (2022). Positive attention bias trained during the ReThink therapeutic online game and related improvements in children and adolescents' mental health. Children, 9(11), Article 1600. https://doi.org/10.3390/children9111600
Ferguson, C. J., & Rueda, S. M. (2010). The Hitman study: Violent video game exposure effects on aggressive behavior, hostile feelings, and depression. European Psychologist, 15(2), 99–108. https://doi.org/10.1027/1016-9040/a000010
Financial Times. (2019). The healing potential of 'mind' games. https://www.ft.com/content/f53777ce-deb3-11e9-b8e0-026e07cbe5b4
Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., Lucassen, M., Lau, H. M., Pollmuller, B., & Hetrick, S. (2017). Serious games and gamification for mental health: Current status and promising directions. Frontiers in Psychiatry, 7, Article 215. https://doi.org/10.3389/fpsyt.2016.00215
Halldorsson, B., Hill, C., Waite, P., Partridge, K., Freeman, D., & Creswell, C. (2021). Annual research review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people—The need for rigorous treatment development and clinical evaluation. Journal of Child Psychology and Psychiatry, 62(5), 584–605. https://doi.org/10.1111/jcpp.13400
Holmes, E. A., James, E. L., Coode-Bate, T., & Deeprose, C. (2009). Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science. PLoS ONE, 4(1), Article e4153. https://doi.org/10.1371/journal.pone.0004153
Knox, M., Lentini, J., Cummings, T. S., McGrady, A., Whearty, K., & Sancrant, L. (2011). Game-based biofeedback for paediatric anxiety and depression. Mental Health in Family Medicine, 8(3), 195–203.
Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A., & Campbell, M. (2021). Gaming your mental health: A narrative review on mitigating symptoms of depression and anxiety using commercial video games. JMIR Serious Games, 9(2), Article e26575. https://doi.org/10.2196/26575
Kuzu, T. S., & Durna, C. (2020). The effect of intelligence and mind games on secondary school students' writing success. Turkish Online Journal of Educational Technology, 19(3), 70–79.
Roepke, A. M., Jaffee, S. R., Riffle, O. M., McGonigal, J., Broome, R., & Maxwell, B. (2015). Randomized controlled trial of SuperBetter, a smartphone-based/internet-based self-help tool to reduce depressive symptoms. Games for Health Journal, 4(3), 235–246. https://doi.org/10.1089/g4h.2014.0046
Rojas-Barahona, C. A., Gaete, J., Véliz, M., Castillo, R. D., Ramírez, S., & Araya, R. (2022). The effectiveness of a tablet-based video game that stimulates cognitive, emotional, and social skills in developing academic skills among preschoolers: Study protocol for a randomized controlled trial. Trials, 23(1), 1–12. https://doi.org/10.1186/s13063-021-05946-9
Rossoniello, C. V., O'Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of CyberTherapy & Rehabilitation, 2(1), 53–66.
Santos, I. K. D., Medeiros, R. C. S. C. D., Medeiros, J. A. D., Almeida-Neto, P. F. D., Sena, D. C. S. D., Cobucci, R. N., Oliveira, R. S. D., Cabral, B. G. D. A. T., & Dantas, P. M. S. (2021). Active video games for improving mental health and physical fitness—An alternative for children and adolescents during social isolation: An overview. International Journal of Environmental Research and Public Health, 18(4), Article 1641. https://doi.org/10.3390/ijerph18041641
Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C. M. E., & Granic, I. (2016). A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial. Computers in Human Behavior, 63, 321–333. https://doi.org/10.1016/j.chb.2016.05.005
Schoneveld, E. A., Wols, A., Lichtwarck-Aschoff, A., Otten, R., & Granic, I. (2020). Mental health outcomes of an applied game for children with elevated anxiety symptoms: A randomized controlled non-inferiority trial. Journal of Child and Family Studies, 29(8), 2169–2185. https://doi.org/10.1007/s10826-020-01741-0
Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). A randomized controlled trial to test the effectiveness of an immersive 3D video game for anxiety prevention among adolescents. PLoS ONE, 11(1), Article e0147763. https://doi.org/10.1371/journal.pone.0147763
Tàrrega, S., Castro-Carreras, L., Fernández-Aranda, F., Granero, R., Giner-Bartolomé, C., Aymamí, N., Gómez-Peña, M., Santamaría, J. J., Forcano, L., Steward, T., Menchón, J. M., & Jiménez-Murcia, S. (2015). A serious videogame as an additional therapy tool for training emotional regulation and impulsivity control in severe gambling disorder. Frontiers in Psychology, 6, Article 1721. https://doi.org/10.3389/fpsyg.2015.01721
Recommended articles
Physio-Morphological Mechanisms for Adapting Crops to a Warming World and Breeding for Heat and Drought Tolerance
Save
Citation
View
Share