Skip to main page content
U.S. flag

An official website of the United States government

Dot gov

The .gov means it’s official.
Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

Https

The site is secure.
The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

Access keys NCBI Homepage MyNCBI Homepage Main Content Main Navigation
. 2020 Feb 6:11:36.
doi: 10.3389/fpsyt.2020.00036. eCollection 2020.

Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review

Affiliations

Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review

Darius Zayeni et al. Front Psychiatry. .

Abstract

Background: Over the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. These games may become relevant alternatives or adjuncts to traditional psychotherapy, providing that their effectiveness is properly established. The purpose of this literature review was to evaluate the effectiveness of serious games and commercial video games in the treatment or prevention of psychiatric disorders in children and adolescents.

Methods: Medline's database was used to search articles published between January 2012 and July 2019. The following keywords were used for this search: "Video games" OR "Active video game" OR "serious gaming" OR "Serious game" OR "Exergame" AND "Child mental disorder" OR "Adolescent" OR "Child" AND "Therapy" OR "Prevention". Only comparative studies which targeted interventions on children and adolescents suffering from psychiatric disorders were included.

Results: Twenty-two studies, focusing on a wide range of psychiatric conditions, met our inclusion criteria's: 14 evaluated serious games and 8 commercial games. All studies were randomized controlled trials but only two studies compared the intervention game to psychotherapeutic gold standard; other studies used a no-intervention control group or an alternative game as the control group. Eighteen studies reported significant improvements on the symptoms and test scores targeted.

Conclusion: Serious games and commercially available video games can be an effective trajectory for psychotherapy in child and adolescent psychiatry. However, there is a lack of longitudinal studies which assess the sustained effects of these games, and standards for proper evaluation of their effectiveness are missing.

Keywords: child and adolescent psychiatry; exergame; serious game; therapy; video game.

PubMed Disclaimer

Figures

Figure 1
Figure 1
Flow diagram of the selection process.

References

    1. Forsans E. The video game industry is adding 2-17 year-old gamers at a rate higher than that age group's population growth. (2011). Available at: https://www.afjv.com/news/233_kids-and-gaming-2011.html [Accessed July 26, 2019].
    1. Lenhart A, Kahne J, Middaugh E, Macgill AR, Evans C, Vitak J. Teens, Video Games and Civics | Pew Research Center. (2008). Available at: https://www.pewinternet.org/2008/09/16/teens-video-games-and-civics/[Accessed July 26, 2019].
    1. Connolly TM, Boyle EA, MacArthur E, Hainey T, Boyle JM. A systematic literature review of empirical evidence on computer games and serious games. Comput Educ (2012) 59:661–86. 10.1016/j.compedu.2012.03.004 - DOI
    1. Miranda J, Teofilo V, Lins A, Oliveira BS, Campos F, Nesteriuk S. Literature Review: The use of games as a treatment for obsessive compulsive disorder Lecture Notes in Computer Science. USA: Springer International Publishing; (2019).
    1. Fleming TM, Bavin L, Stasiak K, Hermansson-Webb E, Merry SN, Cheek C, et al. Serious games and gamification for mental health: current status and promising directions. Front Psychiatry (2017) 7:215. 10.3389/fpsyt.2016.00215 - DOI - PMC - PubMed

Publication types