Vié Clara, Govindin-Ramassamy Kyllian, Thellier Dimitri, Labrosse David, Montagni Ilaria
Bordeaux Population Health Research Center, University of Bordeaux, Inserm, Bordeaux, France.
Tricky, Bordeaux, France.
Digit Health. 2024 Feb 5;10:20552076231220814. doi: 10.1177/20552076231220814. eCollection 2024 Jan-Dec.
Digital games are a popular form of entertainment for youth. They are often used as a therapy for psychological problems, a mental health promotion intervention, and a preventative measure. Systematic reviews and meta-analyses have been conducted to assess the effectiveness of mental health-related digital games. However, a synthesis considering all evaluation results to inform their development is missing.
We performed a review of reviews to synthetize results of previous research to describe the impact of digital games on the mental health of young people aged <30 years old. We considered systematic reviews and meta-analyses published between 2012 and 2022. Searches were conducted in Scopus, Google Scholar, Pubmed, and Cochrane library systematic reviews (CENTRAL) during October 2023.
Our final selection included 10 systematic reviews and meta-analyses on interventions targeting youth of both sexes aged 2-29 years old across the world. In total, 218 interventions were identified. Selected articles reported different types of games, e.g., active and non-active video games, virtual reality games, serious games. Not all digital games were conscientiously evaluated, but, in general, their impact on mental health was positive. Regarding the quality, 5 studies were of high quality, 3 of moderate quality and 2 of low quality.
Overall, elements of gamification were well-accepted, but they lacked assessment through rigorous experimental conditions. Digital games for mental health are promising, but in order to be consistently effective in promoting young people's mental health and prevent psychological diseases, they should present specific features.
电子游戏是青少年中一种流行的娱乐形式。它们经常被用作心理问题的治疗方法、心理健康促进干预措施和预防手段。已经进行了系统评价和荟萃分析来评估与心理健康相关的电子游戏的有效性。然而,缺少一个综合考虑所有评估结果以指导其开发的综述。
我们进行了一项综述之综述,以综合先前研究的结果,描述电子游戏对30岁以下青少年心理健康的影响。我们纳入了2012年至2022年发表的系统评价和荟萃分析。2023年10月在Scopus、谷歌学术、PubMed和Cochrane图书馆系统评价(CENTRAL)中进行了检索。
我们最终纳入了10项针对全球2至29岁男女青少年干预措施的系统评价和荟萃分析。总共识别出218项干预措施。入选文章报道了不同类型的游戏,例如,主动和非主动视频游戏、虚拟现实游戏、严肃游戏。并非所有电子游戏都经过了认真评估,但总体而言,它们对心理健康的影响是积极的。在质量方面,5项研究质量高,3项中等质量,2项低质量。
总体而言,游戏化元素广受认可,但缺乏在严格实验条件下的评估。用于心理健康的电子游戏前景广阔,但为了在促进青少年心理健康和预防心理疾病方面始终有效,它们应具备特定特征。