Evidence map›Paper›PMID 38323239›Full record

ReviewDigital health

Effectiveness of digital games promoting young people's mental health: A review of reviews.

Clara Vié, Kyllian Govindin-Ramassamy, Dimitri Thellier, David Labrosse, Ilaria Montagni

Registry-linked trialAbstract readReview
In one paragraph

Review in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06720792 (An Escape Game to Promote Students' Mental Health Outcomes in the Aftermaths of Covid-19 Pandemic), which is not on this map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

NCT06720792 narecruitingnot on this map

An Escape Game to Promote Students' Mental Health Outcomes in the Aftermaths of Covid-19 Pandemic: Protocol for a Randomized Controlled Trial Evaluating a Cocreated Intervention

TypeinterventionalSponsorUniversity of BordeauxRan2022 to 2025Enrolled191ConditionsMental HealthArmsEscapeCovid
3 · Its place in the literature

Who cites it

5 citing papers in PubMed.

  1. Impact VR: Building Socioemotional Resilience in Youth with Conduct Disorder.Prevention science : the official journal of the Society for Prevention Research · 2026
    Trial
  2. Article
  3. Article
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Clara ViéBordeaux Population Health Research Center, University of Bordeaux, Inserm, Bordeaux, France.
Kyllian Govindin-RamassamyBordeaux Population Health Research Center, University of Bordeaux, Inserm, Bordeaux, France.
Dimitri ThellierTricky, Bordeaux, France.
David LabrosseTricky, Bordeaux, France.
Ilaria MontagniBordeaux Population Health Research Center, University of Bordeaux, Inserm, Bordeaux, France.ORCID https://orcid.org/0000-0003-0076-0010

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Objectives: Digital games are a popular form of entertainment for youth. They are often used as a therapy for psychological problems, a mental health promotion intervention, and a preventative measure. Systematic reviews and meta-analyses have been conducted to assess the effectiveness of mental health-related digital games. However, a synthesis considering all evaluation results to inform their development is missing. Methods: We performed a review of reviews to synthetize results of previous research to describe the impact of digital games on the mental health of young people aged <30 years old. We considered systematic reviews and meta-analyses published between 2012 and 2022. Searches were conducted in Scopus, Google Scholar, Pubmed, and Cochrane library systematic reviews (CENTRAL) during October 2023. Results: Our final selection included 10 systematic reviews and meta-analyses on interventions targeting youth of both sexes aged 2-29 years old across the world. In total, 218 interventions were identified. Selected articles reported different types of games, e.g., active and non-active video games, virtual reality games, serious games. Not all digital games were conscientiously evaluated, but, in general, their impact on mental health was positive. Regarding the quality, 5 studies were of high quality, 3 of moderate quality and 2 of low quality. Conclusions: Overall, elements of gamification were well-accepted, but they lacked assessment through rigorous experimental conditions. Digital games for mental health are promising, but in order to be consistently effective in promoting young people's mental health and prevent psychological diseases, they should present specific features.

Indexed as

Digitalgamemental healthreviewyoung

Identifiers

PMID38323239
PMCPMC10845979

What OpenQuestion holds

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LicenceCC BY-NC
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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.