Abstract
Objective
The development of serious games for mental wellbeing is a topic of growing interest. The increase in acceptance of games as a mainstream entertainment medium combined with the immersive qualities of games provides opportunities for meaningful support and intervention in mental wellbeing.
Method
We conducted a systematic review and exploratory meta-analysis to examine if aspects of the interventions influenced outcomes as measured via overall effect sizes. We employed a multilevel meta-analytic approach to accommodate the interdependency of effect sizes (18 effect sizes from 14 studies, with 2027 participants).
Results
Overall, the main effect for gaming interventions on any outcome variable was small to medium sized, d = .35 (confidence interval [.23, 47], p < .001). Results revealed that the only significant moderator was the nature of the intervention. Specifically, only interventions that included a rational emotional behavioural focus significantly predicted an improvement in depression and/or anxiety in participants.
Conclusion
The findings reveal promising effects for therapeutic games for mental health, but replications are needed, alongside the addressing of methodological and procedural concerns.
More Information
Divisions: | School of Humanities and Social Sciences |
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Identification Number: | https://doi.org/10.1002/cpp.2938 |
Status: | Published |
Refereed: | Yes |
Publisher: | Wiley |
Additional Information: | © 2023 The Authors |
Uncontrolled Keywords: | 1701 Psychology, 1702 Cognitive Sciences, Clinical Psychology, |
Depositing User (symplectic) | Deposited by Mann, Elizabeth |
Date Deposited: | 01 Dec 2023 15:27 |
Last Modified: | 19 Jul 2024 11:15 |
Item Type: | Article |
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