Evidence map›Paper›PMID 42714938›Full record

ArticleJMIR mental health2026

Video and App-Based Games for Youth Emotion Regulation: Scoping Review.

Angela May Ashley, Jaidyn Kataryna Charlton, Hannah Wayne-Phillips, Aislin R Mushquash, Christine Wekerle

Abstract readScoping Review
In one paragraph

Article in JMIR mental health, 2026. 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

5 authors.

Angela May Ashley *Department of Psychology, Faculty of Health and Behavioural Sciences, Lakehead University, Thunder Bay, ON, Canada.ORCID https://orcid.org/0009-0002-7121-8296
Jaidyn Kataryna Charlton *Department of Psychology, Faculty of Health and Behavioural Sciences, Lakehead University, Thunder Bay, ON, Canada.ORCID https://orcid.org/0000-0003-0213-6174
Hannah Wayne-Phillips *Department of Psychology, Neuroscience and Behaviour, McMaster University, Hamilton, ON, Canada.ORCID https://orcid.org/0009-0002-8170-3914
Aislin R Mushquash *Department of Psychology, Faculty of Health and Behavioural Sciences, Lakehead University, Thunder Bay, ON, Canada.ORCID https://orcid.org/0000-0002-4494-1326
Christine Wekerle *Department of Pediatrics, McMaster University, Hamilton, ON, Canada.ORCID https://orcid.org/0000-0003-2280-810X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundEmotion regulation (ER) is a transdiagnostic construct encompassing distinct strategies that can be used to encourage adaptive coping skills in support of youth's (ages 10 to 24 years) mental health. ER is responsive to training and intervention, such as via video and app-based games. Previous literature shows that video and app-based games impact the psychological well-being of youth and may be an accessible way to help youth learn about and implement emotional regulation strategies in their lives.

objectivePrevious reviews have not focused on video and app-based games that support ER and how they may be beneficial to youth with and without a mental health diagnosis. This scoping review sought to collect, review, and understand the scope of research on the effects of video and app-based games on ER outcomes in youth, and areas in need of further investigation.

methodsWe conducted a scoping search of MEDLINE, Embase, and APA PsycInfo from the beginning of the database up to and including December 2025. Studies were included if they were in English, included youth with a mean age between 10 and 24 years, and that evaluated an intervention or an intervention adjunct to help improve their ER skills using a video or app-based game. We extracted population characteristics (for the video game or app), the effectiveness of the intervention, and ER strategies addressed.

resultsFollowing the screening of 14,456 studies, we identified 33 studies for inclusion in the final review. Four recurrent outcomes emerged: change in overall ER skills, mood modification, mental health symptom management, and emotion identification.

conclusionsWhile most studies reported improvements in these areas, some studies reported areas of continued difficulty. The results suggest that video and app-based games could serve as beneficial, easy-to-access tools to support youth ER through various strategies, with areas for future research to address mixed results and recommendations for addressing digital health improvement.

Indexed as

Emotional RegulationMobile ApplicationsVideo GamesAdolescentChildCoping SkillsDigital MediaHumansYoung Adultappdigital healthdigital interventioneHealthemotion regulationmobile phonePreferred Reporting Items for Systematic Reviews and Meta-AnalysesPRISMAscoping reviewserious gamesvideo gameyouth

Identifiers

PMID42714938
PMCPMC13601871

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.