Cited by 81Child Therapy and DevelopmentChild and Adolescent Psychosocial and Emotional DevelopmentEducational Games and Gamification

Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial

David, Oana A., Cardoș, Roxana A. I., Matu, Silviu·2019·European Child & Adolescent Psychiatry

Abstract

Therapeutic games represent a promising solution for addressing emotional difficulties in youths. The aim of the present study was to investigate the effectiveness of the REThink game, in helping children and adolescents, to develop psychological resilience. Therefore, 165 children aged between 10 and 16 years were randomly assigned in one of the three groups: 54 participants in the REThink condition, 55 participants in the Rational Emotive Behavior Education condition, and 56 participants in the waitlist condition. Results indicated that the REThink intervention had a significant impact on emotional symptoms (a moderate-effect size, d = 0.46) and on depressive mood (a large-effect size, d = 0.84). Furthermore, REThink had a significant impact on children's ability to regulate their emotions, with a significant effect on emotional awareness (d = 0.64), and on the ability for emotional control (d = 0.69). In conclusion, the implications of the REThink game are discussed in relationship with resiliency building programs designed for youths. TRIAL REGISTRATION: ClinicalTrials.gov NCT03308981.

Integrity signals

Registry

Crossref · 10.1007/s00787-018-1192-2

Cites

31 of 31 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Prior research has primarily focused on video game DHIs targeting 'illbeing' that aim to reduce symptoms of mental illness, two examples are games 'REThink' and 'Dojo'.

    “Prior research has primarily focused on video game DHIs targeting ‘illbeing’ that aim to reduce symptoms of mental illness, two examples are games ‘REThink’ and ‘Dojo’.”
  • 'REThink,' designed for a younger audience, developed the players' ability to discern functional emotions from maladaptive ones and was shown to effectively improve emotional symptoms and reduce depressive mood.

    “‘REThink,’ designed for a younger audience, developed the players’ ability to discern functional emotions from maladaptive ones and was shown to effectively improve emotional symptoms and reduce depressive mood.42”

Cites

Flagged first, then by citations

Cited by

Sorted by citations

Authors
David, O. A., Cardoș, R. A. I., & Matu, S.
Affiliations
Babeș-Bolyai University (RO)
Corresponding author
Cardoș, Roxana A. I.
Venue
European Child & Adolescent Psychiatry
Published
2018-07-10
Volume
28
Issue
1
Pages
111-122
ISSN
  • 1018-8827 (ISSN-L)
  • 1435-165X
OpenAlex
W2829327998
Cited by
81
References
31
Citations by year
2026: 12 · 2025: 9 · 2024: 11 · 2023: 10 · 2022: 16 · 2021: 12 · 2020: 5 · 2019: 4 · 2018: 1 · 2014: 1
FWCI
6.45
Type
journal article
Language
en
Open access
closed
Locations
  • European Child & Adolescent Psychiatry (publishedVersion)
  • PubMed (publishedVersion)
Funders
Romanian National Authority for Scientific Research (PN-II-PT-PCCA-2013-4-1937)
Topics
  • Social Sciences › Psychology › Clinical Psychology › Child Therapy and Development
  • Social Sciences › Psychology › Clinical Psychology › Child and Adolescent Psychosocial and Emotional Development
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
therapeutic games, children and adolescents, psychological resilience, emotional symptoms, depressive mood, emotion regulation, emotional awareness, emotional control
MeSH terms
Adolescent, Child, Emotions, Female, Humans, Male, Psychotherapy, Rational-Emotive, Treatment Outcome, Video Games, Mood Disorders, Resilience, Psychological

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review