ReviewJMIR serious games2021
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review.
Review in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 4 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
17 citing papers in PubMed, 4 syntheses or guidelines pooled it, 47 citations in OpenAlex.
- Facing fears in virtual worlds: A systematic review and meta-analysis on immersive VR therapy for children and adolescents with social anxiety and related disorders.European child & adolescent psychiatry · 2026Pooled it
- Digital Psychotherapies for Adults Experiencing Depressive Symptoms: Systematic Review and Meta-Analysis.JMIR mental health · 2024Pooled it
- Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials.Journal of medical Internet research · 2022Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- A Digital Behavioral Health Game for Adolescent Mental Health: A Prespecified Secondary Analysis of a Randomized Clinical Trial.JAMA network open · 2026Trial
- Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review.JMIR serious games · 2026Review
- A systematic review on mindfulness-based immersive interventions in depressive disorders.Npj mental health research · 2026Review
- Exploring Serious Games in Supporting Postnatal Depression: Narrative Review.Interactive journal of medical research · 2026Review
- Super Mario Bros. and Yoshi Games' Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study.JMIR serious games · 2025Article
- Review
- Exploring Mexican psychotherapist's attitudes towards knowledge and use of serious games in clinical practice.Frontiers in digital health · 2025Article
- Ethical, Legal, and Social Issues in Metaverse-Enabled Healthcare.Blockchain in healthcare today · 2025Review
- Cultural applicability and desirability of 'Broodles': The first serious game intervention for siblings of children with disabilities.PEC innovation · 2024Article
- Smartphone-based serious games for mental health: a scoping review.Multimedia tools and applications · 2024Article
- Preventing mental illness in children that experienced maltreatment the efficacy of REThink online therapeutic game.NPJ digital medicine · 2023Article
- Systematic assessment of the quality and integrity of popular mental health smartphone apps using the American Psychiatric Association's app evaluation model.Frontiers in digital health · 2022Article
- Effectiveness of digital games promoting young people's mental health: A review of reviews.Digital healthReview
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDepression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities.
objectiveThis review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines.
methodsThe identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents.
resultsA total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play.
conclusionsThe results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.