ArticleFrontiers in digital health2022
Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.
Article in Frontiers in digital health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 2 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.
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.
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Who cites it
11 citing papers in PubMed, 2 syntheses or guidelines pooled it, 37 citations in OpenAlex.
- Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.JMIR mental health · 2025Pooled it
- Personalization variables in digital mental health interventions for depression and anxiety in adolescents and youth: a scoping review.Frontiers in digital health · 2025Pooled it
- A Proposed Taxonomy to Holistically Classify Employee Mental Health Programs: Qualitative Taxonomy Development Study.Interactive journal of medical research · 2025Article
- Association of Game Use With Loneliness and Social Isolation: A Nationwide Korean Study.Psychiatry investigation · 2025Article
- Article
- A Nunavut community-directed Inuit youth mental wellness initiative: making I-SPARX fly.International journal of circumpolar health · 2024Article
- Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation.JMIR serious games · 2024Article
- Leveraging Digital Media to Promote Youth Mental Health: Flipping the Script on Social Media-Related Risk.Current treatment options in psychiatry · 2024Article
- Practical psychiatry: Taking gaming seriously - a primer for psychiatrists on gamers and gaming culture.Australasian psychiatry : bulletin of Royal Australian and New Zealand College of Psychiatrists · 2024Review
- A Serious Game for Patients With Eating Disorders (Maze Out): Pilot User Experience and Acceptance Study.JMIR formative research · 2023Article
- 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
15 authors at 8 institutions in 4 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide appeal among young people, including those who receive mental health services. This review identifies the literature on videogame interventions for young people, ages 12-29, and maps the data on game use by those with mental health and substance use problems, focusing on evidence for the capacity of games to support treatment in youth mental health services; how stakeholders are involved in developing or evaluating games; and any potential harms and ethical remedies identified. A systematic scoping review methodology was used to identify and assess relevant studies. A search of multiple databases identified a total of 8,733 articles. They were screened, and 49 studies testing 32 digital games retained. An adapted stepped care model, including four levels, or steps, based on illness manifestation and severity, was used as a conceptual framework for organizing target populations, mental health conditions and corresponding digital games, and study results. The 49 selected studies included: 10 studies (20.4%) on mental health promotion/prevention or education for undiagnosed youth (Step 0: 7 games); 6 studies (12.2%) on at-risk groups or suspected mental problems (Step 1: 5 games); 24 studies (49.0%) on mild to moderate mental conditions (Steps 2-3: 16 games); and 9 studies (18.4%) focused on severe and complex mental conditions (Step 4: 7 games). Two interventions were played by youth at more than one level of illness severity: the
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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.