Evidence map›Paper›PMID 42827878›Full record

ArticleFrontiers in psychology2026

Digital psychoeducational rehabilitation supported by serious games for psychiatric inpatients: a protocol study.

Antonella Gigantesco, Umberto Volpe, Gemma Calamandrei, Laura Orsolini, Alessandra Premici, Vindice Deplano, Debora Del Re, Isabella Cascavilla, Sonia Brescianini, Laura Camoni

Abstract read
In one paragraph

Article in Frontiers in psychology, 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

10 authors.

Antonella GigantescoCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.
Umberto VolpeUnit of Clinical Psychiatry, Polytechnic University of Marche, Ancona, Italy.
Gemma CalamandreiCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.
Laura OrsoliniUnit of Clinical Psychiatry, Polytechnic University of Marche, Ancona, Italy.
Alessandra PremiciUnit of Clinical Psychiatry, Polytechnic University of Marche, Ancona, Italy.
Vindice DeplanoCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.
Debora Del ReCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.
Isabella CascavillaCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.
Sonia BrescianiniCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.
Laura CamoniCentre for Behavioural Sciences and Mental Health, National Institute of Health, Rome, Italy.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: Schizophrenia spectrum disorders (SSD) are characterized by impairments in thought, perception, emotion, and behavior, leading to reduced personal and social functioning. While pharmacological treatments have limited efficacy on negative and cognitive symptoms, psychosocial interventions play a crucial role but remain difficult for many patients to access, particularly among youths. Digital interventions, particularly serious games, offer a promising approach to enhance recovery by improving accessibility, engagement, and motivation. The present protocol study aims to develop and preliminary evaluate serious games as a complementary tool to standard psychoeducational interventions for young SSD patients. The primary objective is to evaluate the feasibility of some serious games in a real-world clinical setting. Secondary objectives are to explore whether the addition of those serious games to a standard psychoeducational intervention leads to a greater improvement in global functioning, emotion dysregulation, severity of general psychopathology and other clinical or functional outcomes. Methods: A quasi-experimental, non-randomized study with a historical control group will be conducted at the Unit of Clinical Psychiatry, Polytechnic University of Marche (Italy), involving patients aged 15-24 years diagnosed with SSD and related disorders, including at-risk mental states. Participants will be inpatients who had received a standard conventional psychoeducational program (control group) and inpatients who will receive the same program supplemented with serious games (experimental group). These games delivered both via web-based platform and smartphone application, simulate real-life scenarios and reinforce learning through interactive and repetitive exercises. Results: We expect the integration of serious games to be feasible and well accepted, enhancing engagement, adherence, mental health literacy, and the consolidation and transfer of skills acquired through standard psychoeducation, with potential improvements in global functioning and psychopathological symptoms. Conclusion: This approach may represent a scalable and innovative strategy to improve the recovery and long-term outcomes in youth with SSD and related disorders admitted to an acute psychiatric setting.

Indexed as

digital mental healthintegrated interventionspsychoeducationschizophrenia spectrum disorder (SSD)serious gamesyouth mental health

Identifiers

PMID42827878
PMCPMC13630922

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

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.