Evidence map›Paper›PMID 40958793›Full record

SynthesisFrontiers in psychiatry2025

The use of games in the classroom to promote mental health knowledge and healthy attitudes in adolescents: a systematic review.

Juan P Sanabria-Mazo, Adrián Pérez-Aranda, Carilene Armas-Landaeta, Estíbaliz Royuela-Colomer, Corel Mateo-Canedo, Itxaso Cabrera-Gil, Alicia Monreal-Bartolomé, Javier García-Campayo, Yolanda López-Del-Hoyo

Abstract readSystematic Review
In one paragraph

Synthesis in Frontiers in psychiatry, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

9 authors.

Juan P Sanabria-MazoTeaching, Research, and Innovation Unit, Parc Sanitari Sant Joan de Déu, Sant Boi de Llobregat, Spain.
Adrián Pérez-ArandaCenter for Biomedical Research in Epidemiology and Public Health (CIBERESP), Madrid, Spain.
Carilene Armas-LandaetaFaculty of Medicine, University of Zaragoza, Zaragoza, Spain.
Estíbaliz Royuela-ColomerCenter for Biomedical Research in Epidemiology and Public Health (CIBERESP), Madrid, Spain.
Corel Mateo-CanedoDepartment of Basic, Developmental, and Educational Psychology, Autonomous University of Barcelona, Cerdanyola del Vallès, Spain.
Itxaso Cabrera-GilDepartment of Psychology and Sociology, University of Zaragoza, Zaragoza, Spain.
Alicia Monreal-BartoloméDepartment of Psychology and Sociology, University of Zaragoza, Zaragoza, Spain.
Javier García-CampayoFaculty of Medicine, University of Zaragoza, Zaragoza, Spain.
Yolanda López-Del-HoyoDepartment of Psychology and Sociology, University of Zaragoza, Zaragoza, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Many adolescents face significant mental health challenges, including anxiety, depression, and substance-related and addictive disorders, with a growing need for school-based preventive strategies. Traditional classroom interventions often struggle to engage adolescents, prompting the exploration of game-based approaches to improve mental health knowledge and foster healthier attitudes. Objective: This systematic review evaluates the effectiveness of game-based interventions implemented in classroom settings to enhance mental health knowledge and promote positive attitudes among adolescents. Methods: A comprehensive search was conducted across Medline, PsycINFO, Web of Science, and SCOPUS, yielding 1,152 articles. After screening, 17 studies were included, most using cluster randomized controlled trial designs. These interventions addressed topics of mental health such as substance-related and addictive disorders, anxiety, and depression, employing playful activities like video games, virtual reality simulations, quizzes, and collaborative tasks. Results: The interventions showed positive effects on knowledge acquisition and attitude change, with high satisfaction reported by participants. Those programs targeting alcohol and tobacco use were particularly effective in improving knowledge and attitudes. However, the quality of evidence varied, and long-term effects were not widely assessed due to a lack of follow-up in most studies. Some interventions had a limited impact on self-efficacy and behavior change. Conclusions: Game-based classroom interventions show promise in promoting mental health literacy and healthier attitudes among adolescents. While short-term outcomes are encouraging, more rigorous studies with extended follow-up periods are necessary to understand their long-term effectiveness. Future interventions should focus on practical skill development and personalization to maximize impact. Systematic review registration: https://www.crd.york.ac.uk/PROSPERO/, identifier CRD42024531914.

Indexed as

adolescentsclassroomgame-based interventionspublic mental healthsystematic review

Identifiers

PMID40958793
PMCPMC12433952

What OpenQuestion holds

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Registered trials

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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.