ArticleChild and adolescent psychiatry and mental health2025
Investigating the effects of a novel gamified cognitive training on adolescent mental health.
Article in Child and adolescent psychiatry and mental health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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Who cites it
3 citing papers in PubMed.
- Teacher-Mediated Digital Game-Based Learning and Children's Emotional Intelligence in Inclusive Classrooms: A Systematic Review and Critical Narrative Synthesis.Journal of Intelligence · 2026Review
- Neuropsychological Mechanisms Associated with the Effectiveness of AI-Delivered Health Promotion Programs: A Comprehensive Meta-Analysis.Brain sciences · 2026Review
- Post-competition psychological recovery in elite adolescent athletes: a technology-scaffolded perspective.Frontiers in psychology · 2026Article
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Authors and funding
13 authors.
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Abstract
backgroundAdolescence is a time of increased emotional volatility, with emotion regulation still developing. Training the cognitive substrate of successful emotion regulation has been shown to benefit adolescents' mental health. However, cognitive training interventions often have low adherence rates in this age group. The current study therefore trialled a novel gamified cognitive training program in adolescents.
methodsA longitudinal study was conducted throughout 2023 where 144 culturally diverse adolescents (13-16 years, 48% female) completed 12 days of either a novel gamified affective control training program, the Social Brain Train (SBT), or a standard non-gamified affective control training program (AffeCT). Participants also completed mental health and mechanisms of change questionnaires at baseline, post-training, and 1-month follow-up, as well as behavioural affective control and interpretation bias measures at baseline and post-training.
resultsThe total minutes spent training did not differ significantly across the two training groups. Participants assigned to SBT training, however, did engage in more training sessions than participants assigned to AffeCT training. Additionally, all participants showed improvements in affective control performance and a reduction in interpretation bias and rumination from baseline to post-training. The observed reduction in rumination persisted at 1-month follow-up.
conclusionsAs engagement is often the most difficult thing to achieve in cognitive training with adolescents, observing greater repeated engagement with the gamified cognitive training is promising, given training on these apps is entirely self-motivated. Observing benefits to affective and cognitive control performance as well as reduced interpretation bias and rumination tendencies after very limited training is promising, as these factors have all been previously linked to improved mental health symptoms among adolescents. The present findings therefore suggest there may be merit in using gamification techniques to improve the design of future training programs, and employing these to improve affective, cognitive, and emotion regulation abilities in adolescents.
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