ReviewJMIR serious games2022
The Effectiveness of Serious Games in Alleviating Anxiety: 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, 2 of them syntheses 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, 2 syntheses or guidelines pooled it, 62 citations in OpenAlex.
- Evaluating the evidence: a systematic review of reviews of the effectiveness and safety of digital interventions for ADHD.BMC psychiatry · 2025Pooled it
- 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
- The effect of game-based education on adherence to treatment and anxiety level in type 2 diabetics started on insulin therapy.PloS one · 2026Trial
- Efficacy of a video game for promoting active and healthy aging (Initial Version): a randomized controlled trial.BMC public health · 2025Trial
- Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Effects of a Rice-Farming Simulation Video Game on Nature Relatedness, Nutritional Status, and Psychological State in Urban-Dwelling Adults During the COVID-19 Pandemic: Randomized Waitlist Controlled Trial.Journal of medical Internet research · 2024Trial
- Therapist-guided virtual reality exposure therapy for fear of heights: evidence from a multiple-baseline single-case experimental design.Scientific reports · 2026Article
- Cost-effectiveness of digital health interventions for supporting mental health of children and young people: a rapid review and narrative synthesis.European child & adolescent psychiatry · 2026Review
- The effect of electronic cognitive training with bilateral eye movements and response inhibition on vocational college students' anxiety in a pilot study.Discover mental health · 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
- Beyond entertainment: cultural-psychological mechanisms underlying the reduction of state anxiety in heritage-based serious games.Frontiers in psychology · 2026Article
- A videogame for perceived risk of harm from opioid misuse in adolescents: a randomized controlled trial.Nature health · 2026Article
- Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study.JMIR serious games · 2024Article
- The effects of interactive video games combined with LEGO game therapy on social anxiety in rural left-behind children.Frontiers in psychology · 2024Article
- Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.JMIR XR and spatial computing · 2024Article
- 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
- Exergames to Limit Weight Gain and to Fight Sedentarism in Children and Adolescents with Obesity.Children (Basel, Switzerland) · 2023Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors at 5 institutions in 4 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundAnxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, which are games that have a purpose other than entertainment. The effectiveness of serious games in alleviating anxiety has been investigated by several systematic reviews; however, they were limited by design and methodological weaknesses.
objectiveThis study aims to assess the effectiveness of serious games in alleviating anxiety by summarizing the results of previous studies and providing an up-to-date review.
methodsWe conducted a systematic review of randomized controlled trials (RCTs). The following seven databases were searched: MEDLINE, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also conducted backward and forward reference list checking for 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. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies.
resultsOf the 935 citations retrieved, 33 studies were included in this review. Of these, 22 RCTs were eventually included in the meta-analysis. Very low-quality evidence from 9 RCTs and 5 RCTs showed no statistically significant effect of exergames (games entailing physical exercises) on anxiety levels when compared with conventional exercises (P=.70) and no intervention (P=.27), respectively. Although 6 RCTs demonstrated a statistically and clinically significant effect of computerized cognitive behavioral therapy games on anxiety levels when compared with no intervention (P=.01), the quality of the evidence reported was low. Similarly, low-quality evidence from 3 RCTs showed a statistically and clinically significant effect of biofeedback games on anxiety levels when compared with conventional video games (P=.03).
conclusionsThis review shows that exergames can be as effective as conventional exercises in alleviating anxiety; computerized cognitive behavioral therapy games and exergames can be more effective than no intervention, and biofeedback games can be more effective than conventional video games. However, our findings remain inconclusive, mainly because there was a high risk of bias in the individual studies included, the quality of meta-analyzed evidence was low, few studies were included in some meta-analyses, patients without anxiety were recruited in most studies, and purpose-shifted serious games were used in most studies. Therefore, serious games should be considered complementary to existing interventions. Researchers should use serious games that are designed specifically to alleviate depression, deliver other therapeutic modalities, and recruit a diverse population of patients with anxiety.
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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.