ReviewJMIR serious games2022
Digital Interventions for Emotion Regulation in Children and Early Adolescents: 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 22 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
22 citing papers in PubMed, 2 syntheses or guidelines pooled it, 55 citations in OpenAlex.
- Updates on digital mental health interventions for children and young people: systematic overview of reviews.European child & adolescent psychiatry · 2025Pooled it
- An umbrella review of the benefits and risks associated with youths' interactions with electronic screens.Nature human behaviour · 2024Pooled it
- Effect of a Mobile Game-Based Intervention to Enhance Child Safety: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Video and App-Based Games for Youth Emotion Regulation: Scoping Review.JMIR mental health · 2026Article
- M-Health Interventions to Support Parents of Children with ADHD: A Systematic Review.Clinical child and family psychology review · 2026Review
- Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review.JMIR serious games · 2026Review
- The role of AI companions in supporting adaptive emotion regulation among university students with social anxiety.Discover mental health · 2026Article
- Post-competition psychological recovery in elite adolescent athletes: a technology-scaffolded perspective.Frontiers in psychology · 2026Article
- Self-directed digital interventions for the improvement of emotion regulation - acceptability and feasibility for adolescents: systematic review.BJPsych open · 2025Review
- Article
- New Perspective on Digital Well-Being by Distinguishing Digital Competency From Dependency: Network Approach.Journal of medical Internet research · 2025Article
- Effectiveness of Digital Mental Health Interventions for Children and Adolescents.Children (Basel, Switzerland) · 2025Review
- Article
- A Narrative Review to Identify Promising Approaches for Digital Health Interventions to Support Emotion Regulation for Adolescents With Attention-Deficit/Hyperactivity Disorder.JMIR mental health · 2025Review
- Just-In-Time Adaptive Interventions to Promote Behavioral Health: Protocol for a Systematic Review.JMIR research protocols · 2025Article
- Personalized Game-Based Content and Performance: A Pilot Study on a Digital Intervention for Children with ADHD.Bioengineering (Basel, Switzerland) · 2024Article
- Feasibility study of the e-learning version of the "Journey of the Brave:" a universal anxiety-prevention program based on cognitive behavioral therapy.BMC psychiatry · 2024Article
- Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study.JMIR serious games · 2024Article
- A Narrative Review of the Efficacy of Interventions for Emotional Dysregulation, and Underlying Bio-Psycho-Social Factors.Brain sciences · 2024Review
- 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
5 authors at 4 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDifficulties in emotion regulation are common in adolescence and are associated with poor social and mental health outcomes. However, psychological therapies that promote adaptive emotion regulation may be inaccessible and unattractive to youth. Digital interventions may help address this need.
objectiveThe aim of this systematic review and meta-analysis was to synthesize evidence on the efficacy, feasibility, and acceptability of emotion regulation digital interventions in children and early adolescents aged 8 to 14 years.
methodsSystematic searches of Web of Science, MEDLINE, PsycINFO, EMBASE, Education Resources Information Centre, ACM Digital Library, and IEEE Xplore up to July 2020 identified 39 studies, of which 11 (28%) were included in the meta-analyses (n=2476 participants). A bespoke tool was used to assess risk of bias.
resultsThe studies evaluated digital games (27/39, 69%), biofeedback (4/39, 10%), virtual or augmented reality (4/39, 10%), and program or multimedia (4/39, 10%) digital interventions in samples classified as diagnosed, at risk, healthy, and universal. The most consistent evidence came from digital games, which reduced negative emotional experience with a small significant effect, largely in youth at risk of anxiety (Hedges g=-0.19, 95% CI -0.34 to -0.04). In general, digital interventions tended to improve emotion regulation, but this effect was not significant (Hedges g=0.19, 95% CI -0.16 to 0.54).
conclusionsMost feasibility issues were identified in diagnosed youth, and acceptability was generally high across intervention types and samples. Although there is cause to be optimistic about digital interventions supporting the difficulties that youth experience in emotion regulation, the predominance of early-stage development studies highlights the need for more work in this area.
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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.