ReviewJMIR serious games2022
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis.
Review in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
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.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
24 citing papers in PubMed, 1 synthesis or guideline pooled it, 62 citations in OpenAlex.
- Serious Games for Learning Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.Journal of medical Internet research · 2023Pooled it
- A Digital Behavioral Health Game for Adolescent Mental Health: A Prespecified Secondary Analysis of a Randomized Clinical Trial.JAMA network open · 2026Trial
- Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Mental Health Professionals' Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study.JMIR serious games · 2026Article
- Effectiveness, acceptability, adherence, and safety of exergaming for depressive symptoms: a systematic review and meta-analysis.NPJ digital medicine · 2026Article
- Digital mental health needs a purpose-driven approach.Nature human behaviour · 2026Review
- Innovations to improve outcomes and uptake of psychotherapies for mental disorders: a state-of-the-art review.World psychiatry : official journal of the World Psychiatric Association (WPA) · 2026Article
- Exploring Serious Games in Supporting Postnatal Depression: Narrative Review.Interactive journal of medical research · 2026Review
- Mapping Hot Spots and Global Research Trends in Exergaming Between 1997 and 2024: Bibliometric Analysis.Interactive journal of medical research · 2025Article
- The Positive Effect of Video-Game Play on College Students' Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study.JMIR serious games · 2025Article
- Learning about depression by watching gaming videos: a case study on the potential of digital games for psychoeducation and destigmatization.Frontiers in psychology · 2025Article
- Personalized Game-Based Content and Performance: A Pilot Study on a Digital Intervention for Children with ADHD.Bioengineering (Basel, Switzerland) · 2024Article
- Effect of a smartphone-based physical intervention on depression, fitness factors and movement characteristics in adults.BMC public health · 2024Article
- How do gamified digital therapeutics work on obesity self-management?Metabolism open · 2024Review
- Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study.JMIR serious games · 2024Article
- The New Emerging Treatment Choice for Major Depressive Disorders: Digital Therapeutics.Advances in experimental medicine and biology · 2024Review
- Effects of Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review.JMIR serious games · 2023Review
- The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment.JMIR serious games · 2023Article
- The promise of digital healthcare technologies.Frontiers in public health · 2023Review
- Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors at 5 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDepression is a common mental disorder characterized by disturbances in mood, thoughts, or behaviors. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological therapeutic intervention for depression. Previous systematic reviews have summarized evidence of effectiveness of serious games in reducing depression symptoms; however, they are limited by design and methodological shortcomings.
objectiveThis study aimed to assess the effectiveness of serious games in alleviating depression by summarizing and pooling the results of previous studies.
methodsA systematic review of randomized controlled trials (RCTs) was conducted in accordance with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. The search sources included 6 bibliographic databases (eg, MEDLINE, PsycINFO, IEEE Xplore), the search engine "Google Scholar," and backward and forward reference list checking of the included studies and relevant reviews. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. Results of the included studies were synthesized narratively and statistically, as appropriate, according to the type of serious games (ie, exergames or computerized cognitive behavioral therapy [CBT] games).
resultsFrom an initial 966 citations retrieved, 27 studies met the eligibility criteria, and 16 studies were eventually included in meta-analyses. Very low-quality evidence from 7 RCTs showed no statistically significant effect of exergames on the severity of depressive symptoms as compared with conventional exercises (P=.12). Very low-quality evidence from 5 RCTs showed a statistically and clinically significant difference in the severity of depressive symptoms (P=.004) between exergame and control groups, favoring exergames over no intervention. Very low-quality evidence from 7 RCTs showed a statistically and clinically significant effect of computerized CBT games on the severity of depressive symptoms in comparison with no intervention (P=.003).
conclusionsSerious games have the potential to alleviate depression as other active interventions do. However, we could not draw definitive conclusions regarding the effectiveness of serious games due to the high risk of bias in the individual studies examined and the low quality of meta-analyzed evidence. Therefore, we recommend that health care providers consider offering serious games as an adjunct to existing interventions until further, more robust evidence is available. Future studies should assess the effectiveness of serious games that are designed specifically to alleviate depression and deliver other therapeutic modalities, recruit participants with depression, and avoid biases by following recommended guidelines for conducting and reporting RCTs.
trial registrationPROSPERO International Prospective Register of Systematic Reviews CRD42021232969; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=232969.
Indexed as
Identifiers
What OpenQuestion holds
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.