ArticleBJPsych open2022
Therapeutic use of serious games in mental health: scoping review.
Article in BJPsych open, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 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
21 citing papers in PubMed, 1 synthesis or guideline pooled it, 70 citations in OpenAlex.
- Interpersonal neural synchrony and mental disorders: unlocking potential pathways for clinical interventions.Frontiers in neuroscience · 2024Pooled it
- Maze-Out: A Serious Game to Enhance Treatment for Eating Disorders. A Randomized Controlled Trial.The International journal of eating disorders · 2025Trial
- The ACE of Hearts Serious Game for Young People With Adverse Childhood Experiences: Experience-Based Co-Design and Agile Development Study.JMIR serious games · 2026Article
- The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study.JMIR serious games · 2026Article
- Mental Health Professionals' Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study.JMIR serious games · 2026Article
- 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
- Digital psychoeducational rehabilitation supported by serious games for psychiatric inpatients: a protocol study.Frontiers in psychology · 2026Article
- A Mobile App-Based Intervention (Parentbot-a Digital Healthcare Assistant) for Parents: Secondary Analysis of a Randomized Controlled Trial.Journal of medical Internet research · 2025Article
- Nurse-led inpatient education using a gamification approach for patients with mental illness: A quasi-experimental study.International journal of nursing sciences · 2025Article
- Addressing Cognitive Bias in Adolescents with Neurodevelopmental Disorders Using 3-D Animated Serious Games.Pediatric reports · 2025Article
- Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials.JMIR serious games · 2024Review
- Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study.JMIR serious games · 2024Article
- Effects of Serious Games in Older Adults With Mild Cognitive Impairment.Psychiatry investigation · 2024Article
- Smartphone-based serious games for mental health: a scoping review.Multimedia tools and applications · 2024Article
- Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.JMIR XR and spatial computing · 2024Article
- Neurotechnological solutions for post-traumatic stress disorder: A perspective review and concept proposal.Healthcare technology letters · 2023Review
- Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study.JMIR serious games · 2023Article
- Digital games and virtual reality applications in child abuse: A scoping review and conceptual framework.PloS one · 2022Article
- Poo Manager: Co-Designing a Serious Computer Game to Improve Constipation Management Awareness in Carers of People With Intellectual Disabilities.Healthcare technology lettersArticle
- Review
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 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThere has been an increase in the development and application of serious games to support management of mental ill health, but their full impact is unclear.
aimsEvaluation of the current evidence of acceptability and effectiveness of serious games in improving mental health disorders.
methodA PRISMA-guided scoping review was conducted, using a predefined criteria and a relevant word combination on three databases: EMBASE, Medline and PsycINFO. Each included study was examined for game format, study type, number of participants, basic demographics, disorder targeted, recruitment, setting, control conditions, duration and follow-up, study attrition, primary outcomes and their results. Each study was given a Grading of Recommendations, Assessment, Development and Evaluations rating for quality.
resultsFourteen out of 513 studies met the inclusion criteria. The serious games focused on symptoms of anxiety (n = 4), attention-deficit hyperactivity disorder (n = 3), depression (n = 2), schizophrenia (n = 2), alcohol use disorder (n = 2) and bipolar disorder (n = 1). There were multiple significant outcomes favouring serious games across conditions covered in the review. Study quality varied, with studies rated high (n = 3), moderate (n = 6), low (n = 3) and very low (n = 2).
conclusionsThe available evidence suggests that serious games could be an effective format for an intervention to reduce mental health symptoms and improve outcomes of individuals. Better designed studies would further develop confidence in this area. This is a potential vehicle of change to deliver some of the much-needed psychiatric support to both economically developed and developing regions in a resource-utilitarian manner. Partnerships between the gaming industry, researchers and health services may benefit patients.
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.