ArticleHeliyon2025
Serious games to support emotional regulation strategies in educational intervention programs with children and adolescents. Systematic review and meta-analysis.
Article in Heliyon, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 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
8 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design.JMIR research protocols · 2026Article
- Implementation of evidence-based alcohol policies to reduce alcohol-related harm and liver disease to advance public health in Europe.The Lancet regional health. Europe · 2026Review
- Exploring Serious Games in Supporting Postnatal Depression: Narrative Review.Interactive journal of medical research · 2026Review
- Educational escape games in emotion education: effects on learning achievement, emotion regulation strategies, and achievement emotions among upper elementary students.Frontiers in psychology · 2026Article
- Beyond entertainment: cultural-psychological mechanisms underlying the reduction of state anxiety in heritage-based serious games.Frontiers in psychology · 2026Article
- Serious Games for Preventing Musculoskeletal Disorders in Occupational Settings: Scoping Review.JMIR serious games · 2025Review
- Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents.Behavioral sciences (Basel, Switzerland) · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
1 author.
Funding
No grant is acknowledged in the PubMed record.
Abstract
In recent years, there has been an increase in emotional and behavioral disorders in children and adolescents that directly affect their personal, school, family, and social spheres. It has been proposed that serious games designed to train emotional regulation skills can be a more effective, accessible, and attractive alternative for children and adolescents than conventional therapies. However, there is a limited number of studies providing evidence of the effectiveness of these applications. The aim of this review is to analyze the level of effectiveness, feasibility and acceptability of serious games designed to train emotional regulation skills in children and adolescents aged 6 to 18 classified in universal population samples, at risk and diagnosed. A systematic review of papers published between 2008 and 2023 was conducted following the PRISMA statement guidelines. The databases Scopus, Web of Science, PubMed, ERIC, IEEE Xplore, and ACM Digital Library were used. Thirty-three articles were identified that referred to 18 serious games designed to train emotional regulation skills in children and adolescents. All studies used report or self-report measures to code for the recognition of emotions in oneself and the increase or decrease of these emotions. Internal validity was assessed using the Cochrane RoB 2 tool for randomized controlled trials and the ROBINS-I tool for non-randomized studies. A random effects model was implemented, and the effect sizes were calculated as Hedge's g. Although there are limitations in interpreting the results, such as the lack of long-term follow-up, serious game interventions that incorporated biofeedback provided the strongest evidence for generalizability of learned emotion regulation skills to real life. While this does not always imply a clinically significant change, the results show that serious games can be effective, acceptable, and feasible for learning emotional regulation strategies and reducing symptoms related to depression, anxiety, and lack of impulse control.
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.