Game-based digital interventions for depression therapy: a systematic review and meta-analysis
Open accessAbstract
The aim of this study was to review the existing literature on game-based digital interventions for depression systematically and examine their effectiveness through a meta-analysis of randomized controlled trials (RCTs). Database searching was conducted using specific search terms and inclusion criteria. A standard meta-analysis was also conducted of available RCT studies with a random effects model. The standard mean difference (Cohen's d) was used to calculate the effect size of each study. Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis. Four types of game interventions-psycho-education and training, virtual reality exposure therapy, exercising, and entertainment-were identified, with various types of support delivered and populations targeted. The meta-analysis revealed a moderate effect size of the game interventions for depression therapy at posttreatment (d=-0.47 [95% CI -0.69 to -0.24]). A subgroup analysis showed that interventions based on psycho-education and training had a smaller effect than those based on the other forms, and that self-help interventions yielded better outcomes than supported interventions. A higher effect was achieved when a waiting list was used as the control. The review and meta-analysis support the effectiveness of game-based digital interventions for depression. More large-scale, high-quality RCT studies with sufficient long-term data for treatment evaluation are needed.
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TL;DR
This systematic review and meta-analysis examined game-based digital interventions for depression, identifying 19 studies and meta-analyzing 10 RCTs from 8 studies. Game interventions showed a moderate posttreatment effect on depression (d=−0.47, 95% CI −0.69 to −0.24), with subgroup differences by game type, support type, and control condition.
Key findings
- Nineteen studies were included in the review, covering four game types: psycho-education and training, virtual reality exposure therapy, exercising, and entertainment.
- The meta-analysis of 10 RCTs (8 studies; 636 participants) found a moderate effect size for depression at posttreatment: d=−0.47 [95% CI −0.69 to −0.24], Z=−4.09, p<0.0001, with moderate heterogeneity (I²=47%). After removing one possible outlier, the effect was d=−0.35 [95% CI −0.53 to −0.16] and heterogeneity fell to I²=18%.
- Subgroup analyses showed virtual reality exposure therapy had the largest effect (d=−0.67 [95% CI −1.19 to −0.14]), followed by entertainment (d=−0.42 [95% CI −1.23 to 0.39]), psycho-education and training (d=−0.41 [95% CI −0.67 to −0.14]), and exercising (d=−0.24 [95% CI −0.86 to 0.39]).
- Nontherapist-involved interventions had a larger effect than therapist-involved interventions (d=−0.54 vs. d=−0.44), and waiting-list controls yielded a larger effect (d=−0.66 [95% CI −1.14 to −0.18]) than treatment as usual (d=−0.39 [95% CI −0.68 to −0.11]) or active treatment (d=−0.53 [95% CI −1.10 to 0.03]).
Methods
- Systematic review searching seven health and technology databases for English-language studies published before May 2013, using terms for digital games and depression/mental health; eligible studies had to evaluate depression symptoms with a reliable and valid depression scale.
- Meta-analysis included only RCTs with a controlled condition (e.g., waiting list, treatment as usual, or active treatment); non-RCTs, studies with uninterpretable/incomplete data, and studies with game-based control conditions were excluded.
- Ten RCTs from 8 studies were analyzed in Review Manager 5.2 using a random-effects model and Cohen’s d; heterogeneity was assessed with I² and Q statistics, and a priori subgroup analyses used a mixed-effects model. Risk of bias was assessed by two reviewers using Cochrane domains.
Limitations
- The paper states that only a small number of studies met inclusion criteria, leading to relatively few RCTs for meta-analysis; broad ranges of target groups, support types, and depression severity produced considerable heterogeneity, limiting generalizability.
- The paper states that long-term data are lacking; only the RCTs by Emmelkamp et al. and Proudfoot et al. reported some remaining benefits at 6-month follow-up, and attrition rates were not presented in the meta-analysis.
- Evident from the text: several subgroup estimates were based on only one trial (entertainment, exercising, elderly), and many risk-of-bias domains were rated unclear due to incomplete reporting; one study had high risk of bias in random sequence generation, and two had high risk due to incomplete outcome data.
Model-written summary. Check it against the paper before relying on it.
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Cites
Statistics
Claims the paper makes
0 of 56 cited sources checked · 0 supported · 0 flagged
- Findingown data§ Abstract
The meta-analysis included 10 RCTs from eight studies.
“Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis.”
- Also stated in: § Results · plain
“Thus, eight studies involving a total of 636 participants in 10 RCTs were eligible for inclusion in the final meta-analysis.”
Quote in the paperSubstantial claim- Rests on an assumption: The included game-based digital interventions are sufficiently similar to be pooled in a single meta-analysis.
- Rests on an assumption: The different control conditions (waiting lists, treatment as usual, other active treatments) are sufficiently comparable to be combined in the overall meta-analysis.
- Rests on an assumption: The depression scales used across studies measure the same underlying construct and can be pooled as self-reported depression outcomes.
- Also stated in: § Results · plain
- Findingown data§ Abstract
Subgroup analysis showed interventions based on psycho-education and training had a smaller effect than those based on other forms.
“A subgroup analysis showed that interventions based on psycho-education and training had a smaller effect than those based on the other forms, and that self-help interventions yielded better outcomes than supported interventions.”
Quote in the paperNot a substantial claim - Findingown data§ Abstract
Four types of game interventions were identified: psycho-education and training, virtual reality exposure therapy, exercising, and entertainment.
“Four types of game interventions—psycho-education and training, virtual reality exposure therapy, exercising, and entertainment—were identified, with various types of support delivered and populations targeted.”
- Also stated in: § Results · plain
“They were divided into four categories based on the game types they involved: (a) psycho-education and training, (b) virtual reality exposure therapy, (c) exercising, and (d) entertainment.”
Quote in the paperNot a substantial claim - Also stated in: § Results · plain
- Findingown data§ Abstract
The systematic review included 19 studies.
“Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis.”
- Also stated in: § Results · plain
“The search yielded a total of 1,179 articles, with 19 studies meeting the criteria for inclusion in the final review.”
Quote in the paperNot a substantial claim- Rests on an assumption: The search of seven databases and the selected search terms identified all relevant studies.
- Also stated in: § Results · plain
- Findingown data§ Results
Heterogeneity among depression outcomes was moderate (I2=47%).
“Heterogeneity among the depression outcomes was moderate (I2=47%; Table 2).”
Quote in the paperNot a substantial claim
- Findingown data§ Results
The effect of game interventions on self-reported depression posttest was statistically significant (Z=−4.09, p<0.0001).
“which was statistically significant (Z=−4.09, p<0.0001).”
Quote in the paperSubstantial claim- Rests on an assumption: The included game-based digital interventions are sufficiently similar to be pooled in a single meta-analysis.
- Rests on an assumption: The different control conditions (waiting lists, treatment as usual, other active treatments) are sufficiently comparable to be combined in the overall meta-analysis.
- Rests on an assumption: The depression scales used across studies measure the same underlying construct and can be pooled as self-reported depression outcomes.
- Findingown data§ Results
One comparison was a possible outlier.
“inspection of the forest plot suggested that one comparison was a possible outlier.39”
Quote in the paperNot a substantial claim - Findingown data§ Abstract
Subgroup analysis showed self-help interventions yielded better outcomes than supported interventions.
“A subgroup analysis showed that interventions based on psycho-education and training had a smaller effect than those based on the other forms, and that self-help interventions yielded better outcomes than supported interventions.”
Quote in the paperNot a substantial claim - Findingown data§ Abstract
The meta-analysis found a moderate effect size of game interventions for depression therapy at posttreatment (d=−0.47, 95% CI −0.69 to −0.24).
“The meta-analysis revealed a moderate effect size of the game interventions for depression therapy at posttreatment (d=−0.47 [95% CI −0.69 to −0.24]).”
- Also stated in: § Results · plain
“Across the 10 comparisons (eight studies) and a total of 387 game-based digital intervention groups and 388 control groups, there was a moderate effect size of d=−0.47 [95% CI −0.69 to −0.24]; Fig. 2) for self-reported depression posttest”
Quote in the paperSubstantial claim- Rests on an assumption: The included game-based digital interventions are sufficiently similar to be pooled in a single meta-analysis.
- Rests on an assumption: The different control conditions (waiting lists, treatment as usual, other active treatments) are sufficiently comparable to be combined in the overall meta-analysis.
- Rests on an assumption: The depression scales used across studies measure the same underlying construct and can be pooled as self-reported depression outcomes.
- Also stated in: § Results · plain
- Findingown data§ Abstract
A higher effect was achieved when a waiting list was used as the control.
“A higher effect was achieved when a waiting list was used as the control.”
Quote in the paperNot a substantial claim - Findingown data§ Discussion
Game-based digital applications in general have a moderate effect size (d=0.47) as depression therapy.
“The findings of the meta-analysis suggest that game-based digital applications in general have a moderate effect size (d=0.47) as depression therapy.”
- Also stated in: § Conclusion · plain
“Four categories of game interventions were identified that had an overall medium effect size, as supported by a meta-analysis of available RCTs.”
Quote in the paperSubstantial claim - Also stated in: § Conclusion · plain
- Findingown data§ Results
Eleven out of 19 studies recruited fewer than 50 participants.
“Eleven out of the 19 studies recruited a small number of participants, with fewer than 50 people in each trial.”
Quote in the paperNot a substantial claim - Findingcitation§ Results
Massively multiplayer online games led to fewer negative psychological symptoms.
“Longman et al.13 used World of Warcraft to show that massively multiplayer online games led to fewer negative psychological symptoms.d”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [13] source
Not checked in the free run.
- Findingown data§ Discussion
Nontherapist supported interventions had a greater effect size than those with therapist support (d=0.54 vs d=0.44).
“However, in this study, the nontherapist supported interventions were reported to have a greater effect size than those with therapist support (d=0.54 vs. d=0.44), which is inconsistent with the results presented in these three previous reviews.”
Quote in the paperSubstantial claim - Findingown data§ Results
Five studies assessed feasibility and efficacy of entertainment gaming technology for mental health improvement.
“Lastly, five studies were identified that assessed the feasibility and efficacy of entertainment gaming technology for mental health improvement.”
Quote in the paperNot a substantial claim - Findingcitation§ Results
Virtual reality computer games had an effect on reducing children's depression symptoms compared with usual care control.
“Li et al.39 also identified that virtual reality computer games had an effect on reducing children's depression symptoms in comparison with a control group in usual care.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [39] source
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- Findingcitation§ Results
Significant reductions in depression were found when virtual reality exposure interventions were used for specific driving phobia and acrophobia.
“Significant reductions in depression were also found when interventions were used for specific driving phobia30 and acrophobia.38”
Quote in the paperNot a substantial claim0 of 2 sources checked - Findingcitation§ Results
The review identified that virtual reality exposure therapy was very effective for war PTSD.
“Three studies11,27,32 indicated that virtual reality exposure therapy was very effective for war posttraumatic stress disorder (PTSD).”
Quote in the paperNot a substantial claim0 of 3 sources checked - Findingown data§ Results
In many cases, due to incomplete reporting, several domains of the included studies were rated as unclear when their methodological quality was assessed.
“In many cases, due to incomplete reporting, several domains of the included studies were rated as unclear when their methodological quality was assessed.”
Quote in the paperNot a substantial claim - Findingcitation§ Results
Casual games for relaxation were found useful in depression therapy.
“Casual games for relaxation, such as Bejeweled II,e,31 Freeze-Framer 2.0, and Journey to the Wild Divine,41 were also found to be useful in depression therapy.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [31] Russoniello CV, 2009, Studies in Health Technology & Informatics
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- cites [41] Knox M, 2011, Mental Health in Family Medicine
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- Findingown data§ Results
Studies that used a waiting list control condition yielded a greater effect (d=-0.66) than those using treatment as usual (d=-0.39) or active treatments (d=-0.53) as controls.
“Lastly, the findings also demonstrate that studies that used a waiting list control condition yielded a greater effect (d=−0.66 [95% CI −1.14 to −0.18]) than those using treatment as usual (d=−0.39 [95% CI −0.68 to −0.11]) or active treatments (d = −0.53 [95% CI −1.10 to 0.03]) as controls.”
Quote in the paperNot a substantial claim - Findingcitation§ Discussion
The psycho-education and training interventions were developed mainly from traditional CBT.
“The psycho-education and training interventions were developed mainly from traditional CBT, which is a widely used and effective form of depression therapy with a particular focus on problem-solving skills.43”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [43] source
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- Findingown data§ Discussion
The majority of the studies were aimed at young people aged younger than 30 years.
“The majority of the studies were aimed at young people aged younger than 30 years.”
Quote in the paperNot a substantial claim - Findingown data§ Discussion
There is a significant lack of data on the long-term effects of such interventions.
“There is also a significant lack of data on the long-term effects of such interventions.”
Quote in the paperSubstantial claim - Findingown data§ Discussion
There was a big variance between two trials from Fleming et al. and Sally et al. (d=-1.20 vs d=-0.11) which applied the same intervention (SPARX) under the same depression measurement (CDRS-R).
“In the study, it is interesting to note that there was a big variance between two trials from Fleming et al.'s12 and Sally et al.'s35 studies (d=−1.20 vs. d=−0.11; see Fig. 2), which in fact applied the same intervention (SPARX) under the same depression measurement (CDRS-R).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [12] source
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- cites [35] Sally NM, 2012, British Medical Journal
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- Findingcitation§ Discussion
Exercising and entertainment interventions share the same purpose of relaxation.
“The other two types of digital game therapies, exercising and entertainment, share the same purpose of relaxation.”
Quote in the paperNot a substantial claim - Findingown data§ Discussion
In the meta-analysis, only the RCT studies by Emmelkamp et al. and Proudfoot et al. reported some remaining benefits at the 6 month follow-up.
“In our meta-analysis, only the RCT studies by Emmelkamp et al.38 and Proudfoot et al.37 reported some remaining benefits at the 6 month follow-up.”
Quote in the paperNot a substantial claim0 of 2 sources checked - Findingown data§ Discussion
Two studies were identified that presented interventions specifically for older adults older than 65 years.
“Two studies were identified that presented interventions specifically for older adults older than 65 years.”
Quote in the paperSubstantial claim - Premisereasoning§ Introduction
Systematic reviews and meta-analyses of digital game interventions for mental health effectiveness in treating depression are scarce.
“As digital game interventions for mental health is a relatively new research area, systematic reviews and meta-analyses of their effectiveness in treating depression are scarce.”
Quote in the paperSubstantial claim - Interpretationown data§ Abstract
The review and meta-analysis support the effectiveness of game-based digital interventions for depression.
“The review and meta-analysis support the effectiveness of game-based digital interventions for depression.”
Quote in the paperSubstantial claim- Rests on an assumption: The included game-based digital interventions are sufficiently similar to be pooled in a single meta-analysis.
- Rests on an assumption: The different control conditions (waiting lists, treatment as usual, other active treatments) are sufficiently comparable to be combined in the overall meta-analysis.
- Rests on an assumption: The depression scales used across studies measure the same underlying construct and can be pooled as self-reported depression outcomes.
- Premisecitation§ Introduction
Recent reviews focused on computer-based or Internet-delivered psychological interventions for depression did not specifically focus on digital intervention with a game component.
“A few recent reviews have focused on computer-based or Internet-delivered psychological interventions for depression disorders,14–17 but they did not specifically focus on digital intervention with a game component.”
Quote in the paperSubstantial claim0 of 4 sources checked - Premisecitation§ Introduction
Positive game-playing experiences trigger release of hormones such as endorphins and striatal dopamine that are responsible for feelings of pleasure and well-being.
“Evidence from neuropsychological research further suggests the therapeutic value of game-based digital interventions in depression therapy, finding that positive game-playing experiences trigger the release of hormones such as endorphins and striatal dopamine7,8 that are responsible for feelings of pleasure and well-being.9,10”
Quote in the paperSubstantial claim0 of 4 sources checked - Premisecitation§ Introduction
Game-based digital interventions have practical effects in addressing main barriers of access and engagement in healthcare, particularly for young people.
“Game-based digital interventions have been found to have practical effects in addressing the main barriers of access and engagement in the healthcare domain, particularly for the young.6”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [6] source
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- Premisecitation§ Introduction
Previous reviews targeting video games for health improvement have not covered effects on depression.
“Previous reviews that have targeted the use of video games to encourage health improvement18–20 have not covered the effects of such treatment on depression.”
Quote in the paperSubstantial claim0 of 3 sources checked - Interpretationreasoning§ Introduction
Game-based interventions have specific potential for reducing depression through the natural benefits afforded by game elements.
“Guided by reasoning, game-based interventions have specific potential for reducing depression through the natural benefits afforded by the game elements involved.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Discussion
The majority of the included studies had a moderate effect on depression.
“This finding indicates that the majority of the included studies had a moderate effect on depression.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Discussion
Game-based applications do not differ much from other forms of computerized interventions in terms of effectiveness in depression treatment.
“The results reveal that game-based applications do not differ much from other forms of computerized interventions in terms of effectiveness in depression treatment.”
Quote in the paperSubstantial claim0 of 3 sources checked - Premisecitation§ Introduction
Many people are unable or reluctant to access and engage in effective treatment due to barriers such as personal stigma, high costs, waiting lists, and a shortage of trained professionals.
“However, many people are unable or reluctant to access and engage in effective treatment due to barriers such as personal stigma, high costs, waiting lists, and a shortage of trained professionals.4”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [4] source
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- Premisecitation§ Discussion
The self-help features of this type of digital intervention reduce therapist time and effort during the education and training process.
“In addition, the self-help features of this type of digital intervention reduce therapist time and effort during the education and training process.44”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [44] source
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- Premisecitation§ Discussion
The unique experience of virtual reality exposure therapy was reported to be particularly effective for reducing depression caused by fear.
“The unique experience of virtual reality exposure therapy was reported to be particularly effective for reducing depression caused by fear.27,32”
Quote in the paperNot a substantial claim0 of 2 sources checked - Premisecitation§ Discussion
Increasing evidence shows that a high percentage of older adults actively play digital video games in daily life.
“Increasing evidence shows that a high percentage of such adults actively play digital video games in daily life.50,51”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [50] Lenhart A, 2008, Pew Internet and American Life Project
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- cites [51] McGonigal J, 2011
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- May combine two claims. 22
- Classified as probably not a substantial claim. 17
May combine two claims.
Findingown data§ ResultsAfter removing the outlier, the effect size changed to −0.35 (95% CI −0.53 to −0.16) and heterogeneity decreased to low (I2=18%).
“After removing the outlier, the effect size changed to −0.35 [95% CI −0.53 to −0.16] and the heterogeneity decreased significantly to a low level (I2=18%).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown data§ ResultsSome scales were applied for particular age groups, such as CDI and CDRS-R for adolescents, and GDS for elderly.
“Some scales were applied for particular age groups, such as the Children's Depression Inventory and Child Depression Rating Scale Revised (CDRS-R) for adolescents, and the Geriatric Depression Scale for elderly people.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown data§ ResultsMany of the studies used only a simple statement such as "we randomly allocated" or "using a randomized design" without indicating clearly the process of randomization, indicating that selection bias may have been a problem.
“For example, many of the studies used only a simple statement such as “we randomly allocated” or “using a randomized design” without indicting clearly the process of randomization, indicating that selection bias may have been a problem.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingreasoning§ ResultsEleven of the studies were aimed at young people younger than 30 years if classification changed.
“However, it is important to note that 11 of the studies were aimed at “young people” younger than 30 years if we change the classification of the target population.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown data§ ResultsOne study had a high risk of bias in random sequence generation, and two had a high risk of bias due to incomplete outcome data.
“One study had a high risk of bias in random sequence generation,41 and two had a high risk of bias due to incomplete outcome data.39,41”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [41] Knox M, 2011, Mental Health in Family Medicine
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- cites [39] source
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Findingown data§ ResultsGames in the virtual reality exposure therapy group seem to achieve the biggest effect size (d=-0.67), followed by the entertainment (d=-0.42) and psycho-education and training groups (d=-0.41).
“Games in the virtual reality exposure therapy group (d=−0.67 [95% CI −1.19 to −0.14]) seem to achieve the biggest effect size, followed by the entertainment (d=−0.42 [95% CI −1.23 to 0.39]) and psycho-education and training groups (d=−0.41 [95% CI −0.67 to −0.14]).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown data§ ResultsA wide range of self-reported scales was used; Beck Depression Inventory was most popular (7 out of 19).
“A wide range of different self-reported scales was used to measure depression in the trials, among which the Beck Depression Inventory was the most popular (used in 7 out of the 19 studies).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown data§ ResultsMajority of studies (11) focused on general adults, four on adolescents younger than 18, two on elderly older than 65, and two did not mention ages.
“In terms of target groups, the majority of the studies (11) focused on general adults, four were aimed at adolescents younger than 18 years, and two targeted elderly people older than 65 years (two studies did not mention the participants' ages).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown data§ ResultsThe effect size was quite low for the elderly population (d=-0.24), but the estimate is probably not meaningful, as it was only based on one study.
“Although the effect size was quite low for the elderly population (d=−0.24 [95% CI −0.86 to 0.39]), the estimate is probably not meaningful, as it was only based on one study.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingcitation§ ResultsTwo studies introduced therapeutic interventions using exercising video games to treat depression, both aimed at older adults and used Nintendo Wii.
“Two studies introduced therapeutic interventions using exercising video games to treat depression.28,40 Both were aimed at older adults, and used the Nintendo Wii device to encourage body motions during game playing.”
Quote in the paperNot a substantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
Findingcitation§ ResultsPlayers' depression decreased when playing offline violent games.
“Ferguson and Rueda33 and Valadez and Ferguson34 suggested that players' depression decreased when playing offline violent games”
Quote in the paperNot a substantial claim0 of 2 sources checkedMay combine two claims.
Findingcitation§ DiscussionAfter removal of a possible outlier (Li, Chung, and Ho 2011), the effect size of the other nine trials did not change significantly, but heterogeneity decreased significantly to a low level.
“It is important to note that after the removal of a possible outlier,39 the effect size of the other nine trials did not change significantly, but the heterogeneity decreased significantly to a low level.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [39] source
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Findingown data§ ResultsStudies aimed at adults had the strongest effect size (d=-0.54) in the subgroup analyses of target population, with no heterogeneity in the three trials included in the subgroup.
“Studies aimed at adults were recorded as having the strongest effect size (d=−0.54 [95% CI −0.86 to −0.21]) in the subgroup analyses of target population, with no heterogeneity in the three trials included in the subgroup.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown data§ ResultsTwelve out of 19 studies involved between-group experiments with at least a control condition, while seven applied other methodologies.
“Twelve out of the 19 studies involved between-group experiments with at least a control condition, whereas the other seven applied other methodologies such as a single-group study or case study.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingreasoning§ DiscussionSample size is another possible explanation, with Sally et al.'s trial involving nearly six times as many participants than Fleming et al.'s trial (187 vs 32 participants).
“Sample size is another possible explanation, with Sally et al.'s trial involving nearly six times as many participants than Fleming et al.'s trial (187 vs. 32 participants).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingreasoning§ DiscussionThe review involved studies with a broad range of target groups, support types, and significance of depression symptoms, so there was considerable heterogeneity across the studies.
“In addition, as the review involved studies with a broad range of target groups, support types, and significance of depression symptoms, there was considerable heterogeneity across the studies.”
Quote in the paperSubstantial claimMay combine two claims.
Findingreasoning§ DiscussionOnly a small number of studies met the inclusion criteria, which led to relatively few RCTs being identified for the meta-analysis.
“As game-based digital applications for depression therapy is a rather new research area, only a small number of studies met the inclusion criteria, which also led to relatively few RCTs being identified for the meta-analysis.”
Quote in the paperSubstantial claimMay combine two claims.
Findingnone given§ DiscussionIn the 19 studies included in the review, four categories of game types were identified and described, of which psycho-education and training and virtual reality exposure therapy were identified as the most popular types of game application for depression.
“In the 19 studies included in the review, four categories of game types were identified and described, of which psycho-education and training and virtual reality exposure therapy were identified as the most popular types of game application for depression.”
Quote in the paperNot a substantial claimMay combine two claims.
Premisecitation§ IntroductionPreliminary results from early attempts showed effectiveness of individual games in reducing depression levels and enhancing social support.
“Preliminary results from some early attempts to use this approach in the field have supported this claim by showing the effectiveness of individual games in reducing depression levels11,12 and enhancing social support.13”
Quote in the paperSubstantial claim0 of 3 sources checkedClassified as probably not a substantial claim.
Study design and conductcitation§ MethodTwo reviewers assessed methodological quality of each study following Cochrane's risk of bias method.
“Two reviewers were involved in the assessment of the methodological quality of each study, following Cochrane's method for assessing the risk of bias.25”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [25] Higgins JPT, 2009
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Premisecitation§ DiscussionThe health benefits of digital videogames for older adults have been supported by a recent review.
“The health benefits of digital videogames for older adults have been supported by a recent review,52”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [52] source
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Premisecitation§ DiscussionThese games provoke sensations of pleasure, further resulting in behavioral or cognitive distraction in individuals toward external stressors.
“These games provoke sensations of pleasure,45 further resulting in behavioral or cognitive distraction in individuals toward external stressors.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [45] Caillois R, 2006
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Interpretationcitation§ DiscussionAs distraction is a significant way of managing negative emotions, exercising and entertainment interventions have the potential to reduce depression by suspending reality.
“As distraction is a significant way of managing negative emotions,46 exercising and entertainment interventions have the potential to reduce depression by suspending reality.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [46] source
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Study design and conductnone given§ DiscussionWe did not present data on attrition rates in the meta-analysis, which is a common concern for interventions that offer no support.
“Finally, we did not present data on attrition rates in the meta-analysis, which is a common concern for interventions that offer no support.53”
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Interpretationnone given§ DiscussionThe superiority of waiting list control effects over active treatment controls may be because no treatment is worse than some treatment.
“This may be because no treatment is worse than some treatment.”
Quote in the paperNot a substantial claim- Rests on an assumption: No treatment is worse than some treatment.
Probably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ DiscussionWilkinson et al. suggested that the elderly population is an important group that merits attention from therapeutic game developers.
“and Wilkinson et al.20 further suggested that the elderly population is an important group that merits attention from therapeutic game developers.”
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Interpretationreasoning§ DiscussionThe variance might reflect that game-based psycho-education intervention has higher effect on treating depression among adolescents excluded from mainstream education rather than typical young people.
“The variance might reflect that game-based psycho-education intervention has higher effect on treating depression among adolescents excluded from mainstream education (Fleming et al.'s trial), rather than typical young people (Sally et al.'s trial).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Interpretationcitation§ DiscussionPsycho-education and training interventions may have further advantages in activating patients' motivation in the learning process and increasing the efficacy of teaching instrumental actions to deal with stressful situations.
“With the interactive platform and game elements involved, psycho-education and training interventions may have further advantages in activating patients' motivation in the learning process and increasing the efficacy of teaching instrumental actions to deal with stressful situations.15”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [15] source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Interpretationcitation§ DiscussionDigital games are popular among young people, so they have a high potential to become valuable tools for mental therapy for teenagers and young adults.
“Given that digital games are popular among young people,48,49 they have a high potential to become valuable tools for mental therapy for teenagers and young adults.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [48] source
Not checked in the free run.
- cites [49] Lenhart A, 2008, Pew Internet and American Life Project
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ DiscussionVirtual reality exposure therapy is a typical "mimicry" game type according to Caillois' taxonomy.
“According to Caillois' well-known taxonomy of games, virtual reality exposure therapy is a typical “mimicry” game type.45”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [45] Caillois R, 2006
Not checked in the free run.
May combine two claims.
Interpretationreasoning§ DiscussionThe results are of limited generalizability and should be interpreted with caution.
“This heterogeneity can be seen as an advantage because it allowed us to investigate the differences among the studies, but it does mean that the results are of limited generalizability and should be interpreted with caution.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ DiscussionBy simulating a real environment and contexts, virtual reality exposure therapy can lead to a sense of illusion and the delimitation of space and time.
“By simulating a real environment and contexts, this type of intervention can lead to a sense of illusion and the delimitation of space and time.45”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [45] Caillois R, 2006
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Interpretationown data§ DiscussionAs only 2 out of the 19 studies focused on the elderly, there is clearly a research demand for future studies on the development and evaluation of digital game-based interventions tailored specifically to address elderly depression.
“As only 2 out of the 19 studies focused on the elderly, there is clearly a research demand for future studies on the development and evaluation of digital game-based interventions tailored specifically to address elderly depression.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationnone given§ DiscussionMost of the studies were conducted with a small number of participants, and thus suffer from the risk of bias.
“It is important to note that most of the studies were conducted with a small number of participants, and thus suffer from the risk of bias.”
Quote in the paperSubstantial claim
The paper relies on this without support.
The included game-based digital interventions are sufficiently similar to be pooled in a single meta-analysis.
“To estimate the effects of game-based digital interventions on depression, we applied the standard mean difference (Cohen's d) to calculate the effect size for each study in the posttreatment period, weighted by sample size, using a random effects model.”
The paper relies on this without support.
The different control conditions (waiting lists, treatment as usual, other active treatments) are sufficiently comparable to be combined in the overall meta-analysis.
“The meta-analysis only included RCTs that encompassed a controlled condition (such as waiting lists, treatment as usual, or other active treatments).”
The paper relies on this without support.
The depression scales used across studies measure the same underlying construct and can be pooled as self-reported depression outcomes.
“Eligible studies had to contain an evaluation of the treatment's effects on participants' depression symptoms using a reliable and valid depression scale.”
The paper relies on this without support.
The search of seven databases and the selected search terms identified all relevant studies.
“A search of seven main health and technology databasesa was conducted to identify studies published in English before May 2013.”
The paper relies on this without support.
No treatment is worse than some treatment.
“This may be because no treatment is worse than some treatment.”
The paper relies on this without support.
Virtual reality exposure therapy is more cost effective than exposure in vivo and allows therapists to control appropriate exposure stimuli for patients.
“Compared with exposure in vivo, which requires going outside, virtual reality exposure therapy is more cost effective, and allows therapists to control the appropriate exposure stimuli for patients.”
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?
Mental health apps provide a potential way to reduce symptoms and increase adherence by dispensing psychoeducation and therapeutic skills through an accessible electronic format.
“Mental health apps provide a potential way to reduce symptoms and increase adherence by dispensing psychoeducation and other therapeutic skills through an electronic, easily accessible format [26-34].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [26]
The Results describe game-based programs that deliver psychoeducation and therapeutic skills and report improvements in depression-related outcomes. The Introduction says these interventions can address barriers to access and engagement, but the paper focuses on game-based interventions rather than mental health apps generally and does not establish increased treatment adherence. The cited passages have section labels but no page numbers in our copy. (LLM, conf=0.83)
Experimental — accuracy not yet measuredMental health app interventions are moderately effective in reducing depressive symptoms compared to controls, consistent with prior meta-analyses.
“Consistent with prior systematic reviews and meta-analyses on digital interventions for depression, we found that mental health app interventions are moderately effective in reducing depressive symptoms compared to controls [26,37,38,41,89].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [26]
Previous systematic reviews and meta-analyses have shown significant reductions in symptoms for depression and other mental disorders while using mental health apps, some of which included CBT or gamification elements.
“Additionally, previous systematic reviews and meta-analyses have shown significant reductions in symptoms for depression and other mental disorders while using mental health apps, some of which included cognitive behavioral therapy (CBT) or gamification elements [26,36,37,40,41].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [26]
Because available reviews included studies that are not all RCTs, questions about effectiveness could not be answered optimally.
“Also, since the available reviews (36, 37) included studies that are not all RCTs, questions about effectiveness could not be answered optimally.”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [36]
While a few reviews have been conducted on the potential impact of serious games for common mental disorders, none of these are robust.
“Thus while a few reviews (36, 37) have been conducted on the potential impact of serious games for common mental disorders, none of these are robust.”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [36]
Support for the effectiveness of game-based interventions for depression was found.
“Support for the effectiveness of game-based interventions for depression was found.”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [36]
This finding is similar to that of a recently conducted meta-analysis of game-based interventions by Li et al. for depression only.
“This finding is similar to that of a recently conducted meta-analysis of game-based interventions by Li et al. (36) for depression only.”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [36]
Li and colleagues did not confine their meta-analysis to serious games-they included simulation studies as well.
“However, Li and colleagues did not confine their meta-analysis to serious games—they included simulation studies as well.”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [36]
The clinical impact for the youth group (≤18, g = 0.70, n = 5) is comparable to the adult group (g = 0.53), as in the Li et al.'s study.
“The clinical impact for the youth group (≤18, g = 0.70, n = 5) is comparable to the adult group (g = 0.53), as in the Li et al.’s study (36).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [36]
Much less work has been done with serious games for mental health as compared to other conditions, but several game-based interventions have been developed.
“Although much less work has been done with serious games for mental health as compared to other conditions, several game-based interventions have been developed [62-65].”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [65]
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Consistentz = -4.09reported p < .0001 · recomputed p < .001
“(Z=−4.09, p < .0001”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Active-treatment result is marked significant despite a confidence interval crossing zero
MinorThe active-treatment comparison is marked *** (p<0.01), but its reported 95% confidence interval includes zero. Its reported Z of 1.85 also corresponds to a two-sided p-value of approximately 0.064.
“Active treatment 2 −0.53 [−1.10, 0.03] 1.85 *** 6%”
“***p<0.01; ****p<0.001.”
Nontherapist subgroup significance marking is too strong
MinorThe reported Z of 3.27 corresponds to a two-sided p-value of approximately 0.0011, which does not meet the table's **** threshold of p<0.001.
“Nontherapist involved (SA+PSH) 3 −0.54 [−0.86, −0.21] 3.27 **** 0%”
“***p<0.01; ****p<0.001.”
Two game-type comparisons have incorrect significance markings
MinorThe reported Z values of 3.00 and 2.49 correspond to two-sided p-values of approximately 0.0027 and 0.013, respectively. Neither meets the table's stated **** threshold of p<0.001.
“Psycho-education and training 6 −0.41 [−0.67, −0.14] 3.00 **** 48% Virtual reality exposure therapy 2 −0.67 [−1.19, −0.14] 2.49 **** 49%”
“***p<0.01; ****p<0.001.”
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“…therapist involved (self-administered and pre-dominately self-help) Therapist involved (minimal contact therapy and therapy administrated) Li et al [66], 2014 Studies that did not offer professional guidance Studies that offered professional guidance (eg, regular supportive text messages, phone…”
Effect of Exergames on Depression: A Systematic Review and Meta-Analysis
Li, J., Theng, Y., & Foo, S. S.-B. (2015) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2015.0366 · Cited by 142 · see citing works
“25 As a special type of digital intervention combing physical exercise, it is worthwhile and essential to identify its overall effectiveness on depression.”
Self-citationScholten, H., & Granic, I. (2019) · Journal of Medical Internet Research · doi:10.2196/11528 · Cited by 138 · see citing works
“Although much less work has been done with serious games for mental health as compared to other conditions, several game-based interventions have been developed [62-65].”
Carlier, S., der Paelt, S. V., Ongenae, F., Backere, F. D., & Turck, F. D. (2020) · Sensors · doi:10.3390/s20040966 · Cited by 116 · see citing works
“Serious games are increasingly used for mental health care treatment: serious games exist for the treatment of depression, post-traumatic stress disorder, ASD, attention deficit hyperactivity disorder (ADHD), cognitive functioning and alcohol use disorder [16,20].”
BackgroundZink, J., Belcher, B. R., Imm, K., & Leventhal, A. M. (2020) · BMC Public Health · doi:10.1186/s12889-020-08572-1 · Cited by 105 · see citing works
Poppelaars, M., Tak, Y. R., Lichtwarck‐Aschoff, A., Engels, R. C. M. E., Lobel, A., Merry, S., Lucassen, M. F. G., & Granic, I. (2016) · Behaviour Research and Therapy · doi:10.1016/j.brat.2016.03.005 · Cited by 114 · see citing works
Gamification and serious games in depression care: A systematic mapping study
Dias, L. P. S., Barbosa, J. L. V., & Vianna, H. D. (2018) · Telematics and Informatics · doi:10.1016/j.tele.2017.11.002 · Cited by 112 · see citing works
Six, S. G., Byrne, K. A., Tibbett, T. P., & Pericot-Valverde, I. (2021) · JMIR Mental Health · doi:10.2196/32199 · Cited by 95 · see citing works
“Following previous meta-analyses comparing intervention effects on depressive symptoms [26,37,41], the effectiveness of mental health apps was assessed using one outcome: difference in depressive symptoms between intervention and control groups at posttreatment.”
BackgroundMethodResultInfluentialPark, D. Y., & Kim, H. (2023) · Sustainability · doi:10.3390/su15010872 · Cited by 115 · see citing works
Virtual reality in medicine: a brief overview and future research directions
Mazurek, J., Kiper, P., Cieślik, B., Rutkowski, S., Mehlich, K., Turolla, A., & Szczepańska-Gieracha, J. (2019) · Human Movement · doi:10.5114/hm.2019.83529 · Cited by 86 · see citing works
Therapeutic use of serious games in mental health: scoping review
Dewhirst, A. M., Laugharne, R. A., & Shankar, R. (2022) · BJPsych Open · doi:10.1192/bjo.2022.4 · Cited by 82 · see citing works
Szczepańska-Gieracha, J., Cieślik, B., Serweta, A., & Klajs, K. (2021) · Journal of Clinical Medicine · doi:10.3390/jcm10091942 · Cited by 77 · see citing works
“In one of the first systematic reviews of game-based digital interventions for depression, published in 2014, nineteen research projects were subjected to a thorough analysis [42].”
BackgroundDeveloping Digital Intervention Games for Mental Disorders: A Review
Shah, A., Kraemer, K. R., Won, C. R., Black, S., & Hasenbein, W. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0150 · Cited by 74 · see citing works
“44 48 ‘‘Rainbow SPARX’’ is a variant designed for diverse sexual orientations.”
Older Adults’ Digital Gameplay
Kaufman, D. M., Sauvé, L., Rénaud, L., Sixsmith, A. J., & Mortenson, W. B. (2016) · Simulation & Gaming · doi:10.1177/1046878116645736 · Cited by 75 · see citing works
“Playing digital games can promote positive health outcomes associated with alleviating depression, feelings of loneliness, and isolation (Kahlbaugh, Sperandio, Carlson, & Hauselt, 2011; Li, Theng, & Foo, 2014; Wollersheim et al., 2010).”
BackgroundThe Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
Abd-Alrazaq, A. A., Alajlani, M., Alhuwail, D., Schneider, J., Akhu‐Zaheya, L., Ahmed, A., & Househ, M. S. (2021) · JMIR Serious Games · doi:10.2196/29137 · Cited by 69 · see citing works
Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences
Mandryk, R. L., & Birk, M. V. (2017) · Journal of Medical Internet Research · doi:10.2196/jmir.6906 · Cited by 69 · see citing works
“A recent meta-analysis of game-based interventions for depression suggests a moderate effect size of game interventions at posttreatment [62].”
Digital mental health interventions for depression
Himle, J. A., Weaver, A., Zhang, A., & Xiang, X. (2022) · Cognitive and Behavioral Practice · doi:10.1016/j.cbpra.2020.12.009 · Cited by 65 · see citing works
“Overall, clinically significant depressive symptoms are more prevalent among women than men, among older individuals than young people, and among rural populations than those who reside in urban areas (Lim et al., 2018).”
BackgroundDyadic Psychosocial eHealth Interventions: Systematic Scoping Review
Shaffer, K. M., Tigershtrom, A., Badr, H., Benvengo, S., Hernandez, M., & Ritterband, L. M. (2019) · Journal of Medical Internet Research · doi:10.2196/15509 · Cited by 63 · see citing works
“There have been many reviews demonstrating the efficacy and acceptability of eHealth interventions among diverse populations of patients (eg, [42-55]) and support persons (eg, [56-68]).”
BackgroundExploring Interaction Fidelity in Virtual Reality
Rogers, K., Funke, J. F., Frommel, J., Stamm, S., & Weber, M. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300644 · Cited by 63 · see citing works
“, enjoyment, engagement, immersion, challenge or relaxation [13, 16, 25, 52].”
Could Virtual Reality play a role in the rehabilitation after COVID-19 infection?
Smits, M., Staal, J. B., & van Goor, H. (2020) · BMJ Open Sport & Exercise Medicine · doi:10.1136/bmjsem-2020-000943 · Cited by 62 · see citing works
“16 In addition, VR has demonstrated success in the application of exposure therapy — a modality in which participants are virtually confronted with their fears to decrease anxiety or PTSD. 17 18 High physical and psychological stressors during ICU admissions routinely result in cognitive…”
Kuosmanen, T., Fleming, T. M., Newell, J., & Barry, M. M. (2017) · Internet Interventions · doi:10.1016/j.invent.2017.03.004 · Cited by 56 · see citing works
“…for serious purposes” [Fleming et al., 2014, p. 1]) for improving mental health and wellbeing is still limited (Lau et al., 2017; Johnson et al., 2016), gaming interventions have shown promising results in the area of depression prevention and treatment (Fleming et al., 2014; Li et al., 2014).”
BackgroundBoucher, E. M., McNaughton, E. C., Harake, N., Stafford, J. L., & Parks, A. C. (2021) · JMIR Mental Health · doi:10.2196/26617 · Cited by 61 · see citing works
“Although a number of digital mental health interventions have been developed [33,40-42], digital loneliness interventions are in their infancy, and most of the studies testing these interventions are small pilot or feasibility studies published in the past 1-2 years [43-46].”
BackgroundThe Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis
Abd-Alrazaq, A., Al-Jafar, E., Alajlani, M., Toro, C., Alhuwail, D., Ahmed, A., Reagu, S. M., Al-Shorbaji, N., & Househ, M. (2022) · JMIR Serious Games · doi:10.2196/32331 · Cited by 68 · see citing works
“None of the previous reviews [18,19,35-37] assessed the effect of computerized CBT games on depression.”
BackgroundInfluentialEmezue, C. N., Chase, J., Udmuangpia, T., & Bloom, T. L. (2022) · Campbell Systematic Reviews · doi:10.1002/cl2.1271 · Cited by 63 · see citing works
Martínez, K., Menéndez, I. M., & Bustillo, A. (2021) · JMIR Serious Games · doi:10.2196/30482 · Cited by 54 · see citing works
“Serious games have been proposed since the late 1990s for depression therapy, as the review of Li and Foo [8] outlined.”
BackgroundReynolds, J., Griffiths, K., Cunningham, J., Bennett, K., & Bennett, A. (2015) · JMIR Mental Health · doi:10.2196/mental.4200 · Cited by 61 · see citing works
“Other applications include peer-to-peer support [19], game-based interventions [20], mobile apps [21], online chat [22], and video-conferenced therapy [23].”
Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade
Fordham, J., & Ball, C. (2019) · JMIR Mental Health · doi:10.2196/12432 · Cited by 54 · see citing works
“Digital games and game design practices have been applied to fitness [1], job training [2], education [3], and even therapeutic practices [4].”
BackgroundFeasibility of a Virtual Reality-Based Psychoeducational Tool (VRight) for Depressive Patients
Migoya-Borja, M., Delgado‐Gómez, D., Carmona, R., Porras‐Segovia, A., López-Moríñigo, J.-D., Sanchez-Alonso, M., Albarracín-García, L., Guerra, N., Barrigón, M. L., Alegria, M. M., et al. (2020) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2019.0497 · Cited by 52 · see citing works
A Gamified Smartphone-Based Intervention for Depression: Randomized Controlled Pilot Trial
Lukas, C. A., Eskofier, B., & Berking, M. (2021) · JMIR Mental Health · doi:10.2196/16643 · Cited by 49 · see citing works
Digital cognitive behavior therapy intervention for depression and anxiety: retrospective study
Venkatesan, A., Rahimi, L., Kaur, M., & Mosunic, C. (2020) · JMIR Mental Health · doi:10.2196/21304 · Cited by 47 · see citing works
“Li et al [10] observed a similar pattern: a larger effect size for game-based interventions for the treatment of depression that did not include therapist support than for therapist-supported interventions.”
BackgroundPsychedelics and virtual reality: parallels and applications
Aday, J. S., Davoli, C. C., & Bloesch, E. K. (2020) · Therapeutic Advances in Psychopharmacology · doi:10.1177/2045125320948356 · Cited by 47 · see citing works
“Li and colleagues reviewed the research on VR therapy for depression and found an average Cohen’s d of 0.67, 59 but this average was derived from just two studies.”
BackgroundInfluentialFerrari, M., Sabetti, J., McIlwaine, S. V., Fazeli, S., Sadati, S. M. H., Shah, J. L., Archie, S., Boydell, K., Lal, S., Henderson, J. L., et al. (2022) · Frontiers in Digital Health · doi:10.3389/fdgth.2022.814248 · Cited by 49 · see citing works
Acceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients
Eichenberg, C., Grabmayer, G., & Green, N. (2016) · Telemedicine and e-Health · doi:10.1089/tmj.2016.0001 · Cited by 38 · see citing works
“13,17 More-over, there is currently a gap in research surrounding the acceptance and readiness of serious games as e-mental health applications.”
Watanabe, K., Kawakami, N., Imamura, K., Inoue, A., Shimazu, A., Yoshikawa, T., Hiro, H., Asai, Y., Odagiri, Y., Yoshikawa, E., et al. (2017) · Scientific Reports · doi:10.1038/s41598-017-11176-2 · Cited by 41 · see citing works
Acute Effect of Exergames on Children's Mood States During Physical Education Classes
Andrade, A., Correia, C. K., da Cruz, W. M., & Bevilacqua, G. G. (2019) · Games for Health Journal · doi:10.1089/g4h.2018.0083 · Cited by 41 · see citing works
“21,22 In this context, studies involving a few sessions have already identified positive effects on mental health, such as maintenance of happiness 23 and improvement of mood states.”
Soares, A. K. S., Goedert, M. C. F., & Vargas, A. F. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.802653 · Cited by 42 · see citing works
The neuroscience and context of adolescent depression
Henje, E., Ho, T. C., Connolly, C. G., LeWinn, K. Z., Sacchet, M. D., Tymofiyeva, O., Weng, H. Y., & Yang, T. T. (2015) · Acta Paediatrica · doi:10.1111/apa.13299 · Cited by 42 · see citing works
“These treatments include attachment-based family therapy (70), interpersonal psychotherapy (71), acceptance commitment therapy (72), thinking about reward in young people (16), game-based digital interventions (73) and Internet and computer-based therapy (74).”
BackgroundKim, Y., Hong, S., & Choi, M. (2022) · Journal of Medical Internet Research · doi:10.2196/37753 · Cited by 37 · see citing works
“In addition, the effect size of our findings was larger than that of studies targeting the general population [44,74].”
Biagianti, B., Foti, G., Liberto, A. D., Bressi, C., & Brambilla, P. (2023) · Journal of Affective Disorders · doi:10.1016/j.jad.2023.01.057 · Cited by 41 · see citing works
Play and playfulness in psychiatry: a selective review
Berger, P., Bitsch, F., Bröhl, H., & Falkenberg, I. (2017) · International Journal of Play · doi:10.1080/21594937.2017.1383341 · Cited by 37 · see citing works
Effects of virtual reality-based intervention on depression in stroke patients: a meta-analysis
Liu, H., Cheng, Z., Wang, S., Jia, Y., & Li, C. (2023) · Scientific Reports · doi:10.1038/s41598-023-31477-z · Cited by 33 · see citing works
White, B. K., Martin, A., & White, J. A. (2022) · The Lancet Regional Health - Western Pacific · doi:10.1016/j.lanwpc.2022.100528 · Cited by 34 · see citing works
The Gang’s All Here: How People Used Games to cope with COVID19 Quarantine
Kleinman, E., Chojnacki, S., & El‐Nasr, M. S. (2021) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3411764.3445072 · Cited by 34 · see citing works
“This promise of games as a way to moderate one’s mental health has led to the exploration of their use as tools for therapy, treatment, and interventions [8, 13, 36, 37, 49].”
BackgroundMethodHatta, M. H., Sidi, H., Sharip, S., Das, S., & Saini, S. M. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19042390 · Cited by 30 · see citing works
“In other studies by Li et al., 2014 [66] and Fleming et al., 2017 [67], some participants suggested gamification strategies, which have shown promise in improving engagement with a digital platform interaction between users and providers.”
BackgroundFerrari, M., McIlwaine, S. V., Reynolds, J., Archie, S., Boydell, K., Lal, S., Shah, J. L., Henderson, J. L., Álvarez‐Jiménez, M., Andersson, N., et al. (2020) · JMIR Research Protocols · doi:10.2196/13834 · Cited by 32 · see citing works
“Moreover, evidence suggests that games can be effectively used as therapeutic tools to support recovery from anxiety, depression, posttraumatic stress disorder (PTSD), and other disorders [36-42].”
Townsend, C. D., Humpston, C. S., Rogers, J. C., Goodyear, V. A., Lavis, A., & Michail, M. (2022) · BJPsych Open · doi:10.1192/bjo.2021.1078 · Cited by 28 · see citing works
Hazel, J., Kim, A. H. M., & Every‐Palmer, S. (2022) · Australasian Psychiatry · doi:10.1177/10398562221103081 · Cited by 28 · see citing works
Kaup, K., Vasser, M., Tulver, K., Munk, M., Pikamäe, J., & Aru, J. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1088896 · Cited by 26 · see citing works
What can virtual reality offer to stroke patients? A narrative review of the literature
Szczepańska-Gieracha, J., Cieślik, B., Rutkowski, S., Kiper, P., & Turolla, A. (2020) · NeuroRehabilitation · doi:10.3233/nre-203209 · Cited by 26 · see citing works
“…2005),10studiesreferredtoVRgames(Collado-Mateoetal.,2018;Dunnetal.,2017;Garrettet al.,2014;Lietal.,2014;Malloy&Milling,2010; Morris et al., 2009; Scapin et al., 2018; Teo et al., 2016; V¨alim¨aki et al., 2014; Wang & Reid, 2011), and 13…”
Boucher, E. M., Ward, H. E., Miles, C. J., Vlisides‐Henry, R. D., & Stoeckl, S. E. (2024) · Journal of Medical Internet Research · doi:10.2196/54282 · Cited by 28 · see citing works
Kim, S. M., Kim, H., Hwang, H., Hong, J. S., Bae, S., Min, K. J., & Han, D. H. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0183 · Cited by 25 · see citing works
“15 In their review and meta-analysis, Li et al. 15 divided gamified interventions for depression into four categories.”
Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals
Hopia, H., & Raitio, K. (2016) · Issues in Mental Health Nursing · doi:10.1080/01612840.2016.1233595 · Cited by 26 · see citing works
“In one of the few systematic reviews available, Li, Theng, and Foo (2014) found that game-based digital interventions were beneficial for people who suffer from depression.”
BackgroundVideo games as rich environments to foster brain plasticity
Nahum, M., & Bavelier, D. (2020) · Handbook of clinical neurology · doi:10.1016/b978-0-444-63934-9.00010-x · Cited by 24 · see citing works
Emezue, C. N., & Bloom, T. L. (2021) · Campbell Systematic Reviews · doi:10.1002/cl2.1132 · Cited by 21 · see citing works
Ginsberg, K. H., Babbott, K. M., & Serlachius, A. S. (2024) · Journal of Medical Internet Research · doi:10.2196/62761 · Cited by 24 · see citing works
“Their use in behavioral change and mental health interventions are common; such interventions are increasingly used as both an adjunct to face-to-face care and as standalone interventions [1-4].”
Engdahl, P., Svedberg, P., Lexén, A., & Bejerholm, U. (2020) · JMIR Formative Research · doi:10.2196/15625 · Cited by 22 · see citing works
“The use of gamification has shown promising results in research that used goal setting theory to increase engagement [63-67].”
AI-Based Prediction and Prevention of Psychological and Behavioral Changes in Ex-COVID-19 Patients
Ćosić, K., Popović, S., Šarlija, M., Kesedžić, I., Gambiraža, M., Dropuljić, B., Mijić, I., Henigsberg, N., & Jovanović, T. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.782866 · Cited by 25 · see citing works
Wu, Q., Luo, T., Tang, J., Wang, Y., Wu, Z., Liu, Y., Chen, W., Deng, Q., & Liao, Y. (2022) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-022-00792-3 · Cited by 20 · see citing works
“According to some previous studies in China, the prevalence of anxiety ranged from 22.0 to 36.4% (Ahmed et al., 2020; Li et al., 2014; Ni et al., 2020; Ran et al., 2020; Wang et al., 2020a, b), the prevalence of depression ranged from 19.2 to 47.1% (Ahmed et al., 2020; Li et al., 2014; Ni et al.,…”
ResultInfluentialGames for the Assessment and Treatment of Mental Health
Mandryk, R. L., Birk, M. V., Lobel, A., van Rooij, M. M. J. W., Granic, I., & Abeele, V. V. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3130859.3131445 · Cited by 20 · see citing works
“The community for research on video games for assessment and intervention for mental health spans multiple disciplines, from cognitive sciences, computer science, and interaction design, to psychology, neurobiology, and medicine [24].”
Smartphone-based serious games for mental health: a scoping review
Gómez-Cambronero, Á., Mann, A.-L., Mira, A., Doherty, G. J., & Casteleyn, S. (2024) · Multimedia Tools and Applications · doi:10.1007/s11042-024-18971-w · Cited by 19 · see citing works
“Existing reviews [30, 32, 34–42] reveal a clear interest in the use of video games for mental health purposes.”
Vugts, M. A. P., Zedlitz, A. M. E. E., Joosen, M. C. W., & Vrijhoef, H. J. (2019) · Journal of Medical Internet Research · doi:10.2196/14766 · Cited by 18 · see citing works
“Randomized controlled trials with stand-alone serious gaming interventions have been reported [5,6].”
Wols, A., Pingel, M., Lichtwarck‐Aschoff, A., & Granic, I. (2024) · Clinical Psychology Review · doi:10.1016/j.cpr.2024.102396 · Cited by 23 · see citing works
Digital Games and Well-Being: An Overview
Reer, F., & Quandt, T. (2019) · Springer eBooks · doi:10.1007/978-3-030-32770-5_1 · Cited by 19 · see citing works
Entertain Me Well: An Entertaining, Tailorable, Online Platform Delivering CBT for Depression
Weaver, A., Zhang, A., Xiang, X., Felsman, P., Fischer, D., & Himle, J. A. (2021) · Cognitive and Behavioral Practice · doi:10.1016/j.cbpra.2021.09.003 · Cited by 17 · see citing works
“…associated impacts, with recent literature suggesting that about one-third of U.S. residents have experienced depression during the pandemic, which may be due in part to increased social isolation, grief and loss, and financial distress (Czeisler et al., 2020; Luo et al., 2020; Salari et al., 2020).”
BackgroundGuala, M. M., Bul, K., Skårderud, F., & Nielsen, A. S. (2022) · JMIR Formative Research · doi:10.2196/40594 · Cited by 17 · see citing works
“SGs have gained acknowledgment in the fields of health and mental health treatment [20-24], probably because of factors such as play, which is inherently fun.”
BackgroundElgán, T. H., Kartengren, N., Strandberg, A. K., Ingemarson, M., Hansson, H., Zetterlind, U., & Gripenberg, J. (2016) · BMC Public Health · doi:10.1186/s12889-016-3691-8 · Cited by 18 · see citing works
“However, although the number of web-based interventions targeting children or adolescents is increasing [34–40], the number of interventions aimed at children whose parents have substance use problems or mental illness is still scarce [13, 41–43].”
Yokomitsu, K., Irie, T., Sekiguchi, M., Shimizu, A., Matsuoka, H., Merry, S., & Stasiak, K. (2020) · JMIR Research Protocols · doi:10.2196/15164 · Cited by 32 · see citing works
“SPARX is a game-based intervention that was developed to deliver CBT for adolescents with depressive symptoms [22,27].”
InfluentialTherapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review
Gliosci, R., & Silva, T. B. P. E. (2023) · Games for Health Journal · doi:10.1089/g4h.2022.0094 · Cited by 16 · see citing works
“Comparison of our data with data from older reviews 44 showed that there has not been substantial advance around scientific research with videogames in treatments for depression in the last 5 years, most notably considering the significant popularization of the videogame industry in the same period.”
Results from a pilot study of a computer‐based role‐playing game for young people with psychosis
Olivet, J., Haselden, M., Piscitelli, S., Kenney, R. R., Shulman, A., Medoff, D. R., & Dixon, L. B. (2018) · Early Intervention in Psychiatry · doi:10.1111/eip.12556 · Cited by 18 · see citing works
“Previous research has shown that it is feasible to translate traditional evidence-based practices into computer games (Fleming et al., 2016) with most work focused on depression (Fleming et al., 2016; Li, Theng, & Foo, 2014).”
BackgroundEffects of game-based digital interventions for mental disorders: A meta-analysis
Zhan, J., Liu, C., Wang, Z., Cai, Z., & He, J. (2024) · Journal of Affective Disorders · doi:10.1016/j.jad.2024.07.095 · Cited by 15 · see citing works
Examining the impact of game interventions on depression among older adults
Li, J. (2014) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2658537.2659009 · Cited by 15 · see citing works
“According to my previous systematic review [5], only 2 studies were conducted on examining the effects of game interventions for Physical Cognitive TAU Digital Wii blowing Wii Chess Treat as usual Nondigital Real blowing Board game”
BackgroundMethodSelf-citationConsiderations for Designing Context-Aware Mobile Apps for Mental Health Interventions
Miralles, I., & Granell, C. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16071197 · Cited by 13 · see citing works
“Indeed, applications of online and offline video games for mental health therapies have been extensively reviewed [47,54], suggesting that different genres of existing video games could yield great benefits in mental health interventions.”
BackgroundThorens, G., Billieux, J., Mégevand, P., ZULLINO, D. F., Rothen, S., Achab, S., & Khazaal, Y. (2016) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00167 · Cited by 14 · see citing works
Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames
Meinen, L. (2023) · Games and Culture · doi:10.1177/15554120221149538 · Cited by 12 · see citing works
“However, especially in the fi eld of psychology, there is an increasing interest in the functional uses of speci fi c pre-existing videogames and casual gaming in general (Fish et al., 2014; Li et al., 2014).”
BackgroundYilma, B. A., Kim, C. M., Cupchik, G. C., & Leiva, L. A. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642636 · Cited by 14 · see citing works
“Overall, these interventions include guided meditation in natural settings using VR which could reduce pain and stress [62], and gam-ified cognitive behavioral therapies for reducing depression [45].”
BackgroundKhan, S., & Peña, J. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.02.024 · Cited by 14 · see citing works
Six Tips on How to Bring Epic Wins to Health Care
Sort, A., & Khazaal, Y. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2017.00264 · Cited by 12 · see citing works
Vugts, M. A. P., Joosen, M. C. W., Mert, A., Zedlitz, A. M. E. E., & Vrijhoef, H. J. (2018) · Journal of Medical Internet Research · doi:10.2196/jmir.9739 · Cited by 12 · see citing works
“care and rehabilitation, gaming, motion capturing, and virtual reality technologies potentially support the treatment of various well-known conditions such as depression, anxiety, phobias, poststroke, and acute pain [38-42].”
Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift
Fleming, T. M., Beurs, D. P. D., Khazaal, Y., Gaggioli, A., Riva, G., Botella, C., Baños, R., Aschieri, F., Bavin, L. M., Kleiboer, A. M., et al. (2020) · doi:10.26686/wgtn.12331280 · Cited by 14 · see citing works
Orr, L. C., Graham, A. K., Mohr, D. C., & Greene, C. J. (2020) · JMIR Mental Health · doi:10.2196/16341 · Cited by 11 · see citing works
“Although telehealth and web-based interventions have demonstrated efficacy for addressing depression among older adults [9,10], important barriers remain to engaging older adults in technology-based interventions.”
BackgroundIntroducing Gamification for Advancing Current Mental Healthcare and Treatment Practices
Sinha, N. (2021) · Studies in computational intelligence · doi:10.1007/978-981-15-9897-5_11 · Cited by 12 · see citing works
Serious game based therapeutic: Towards therapeutic game design model for adolescence
Yusof, N., & Rias, R. M. (2014) · IEEE Conference on e-Learning, e-Management and e-Services (IC3e) · doi:10.1109/ic3e.2014.7081239 · Cited by 11 · see citing works
“Cognitive experiments can be conducted using depression inventory such as Beck Depression Inventory [53] or Child Depression inventory, which are also suitable for use on adolescents [54].”
MethodDepression Prevention by Mutual Empathy Training: Using Virtual Reality as a Tool
Li, Y. J., & Luo, H. (2021) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw52623.2021.00017 · Cited by 11 · see citing works
“Game-based solutions can be beneficial in improving depression and bonding families and release stress by having entertainment activities together [7,18,21].”
BackgroundKellett, S., Easton, K., Cooper, M., Millings, A., Simmonds‐Buckley, M., & Parry, G. D. (2020) · JMIR Mental Health · doi:10.2196/19888 · Cited by 10 · see citing works
“The gamification of electronic mental health offers promise in the design of innovative delivery platforms to children and young people [55].”
Cognitive rehabilitation in bipolar spectrum disorder: A systematic review
Razavi, M. S., Fathi, M., Vahednia, E., Ardanı, A. R., Honari, S., Akbarzadeh, F., & Talaeı, A. (2024) · IBRO Neuroscience Reports · doi:10.1016/j.ibneur.2024.04.001 · Cited by 10 · see citing works
“The literature on the application of CR in psychiatry mainly focuses on schizophrenia and related disorders (Wykes and Spaulding, 2011; Li et al., 2014).”
BackgroundGuided Internet-Delivered Treatment for Depression: Scoping Review
Børtveit, L., Dechsling, A., Sütterlin, S., Nordgreen, T., & Nordahl‐Hansen, A. (2022) · JMIR Mental Health · doi:10.2196/37342 · Cited by 11 · see citing works
“A total of 28 published systematic reviews on internet-delivered t r e a t m e n t ( M u l t i m e d i a A p p e n d i x 3 [10,11,14-16,20,27,29,30,51-69]) were hand searched by LB for relevant studies not identified in the literature search.”
MethodCatHill: Emotion-Based Interactive Storytelling Game as a Digital Mental Health Intervention
Cai, J., Li, X., Chen, B., Wang, Z., & Jia, J. (2023) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3544549.3585639 · Cited by 10 · see citing works
“Serious games and gamification are such innovative and engaging methods that are increasingly used in applied health interventions, with a growing body of research identifying their value [7, 14, 35, 52, 57].”
BackgroundTechnology-Assisted, Group-Based CBT for Rural Adults’ Depression: Open Pilot Trial Results
Weaver, A., Zhang, A., Landry, C., Hahn, J., McQuown, L., O’Donnell, L. A., Harrington, M. M., Buys, T., Tucker, K. M., Pfeiffer, P., et al. (2021) · Research on Social Work Practice · doi:10.1177/10497315211044835 · Cited by 10 · see citing works
Alwuqaysi, B., Abdul‐Rahman, A., & Borgo, R. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100513 · Cited by 9 · see citing works
- Authors
- Li, J., Theng, Y.-L., & Foo, S.
- Affiliations
- Nanyang Technological University (SG)
- Venue
- Cyberpsychology, Behavior, and Social Networking
- Publisher
- SAGE Publications
- Published
- 2014-08
- Volume
- 17
- Issue
- 8
- Pages
- 519-527
- ISSN
- 2152-2715 (ISSN-L)
- 2152-2723
- PMC
- PMC4118698
- OpenAlex
- W2038850367
- Semantic Scholar
- cdab373a2cce9c19b13fd81580be783b474046c0
- Cited by
- 219
- References
- 57
- Citations by year
- 2026: 6 · 2025: 21 · 2024: 24 · 2023: 28 · 2022: 28 · 2021: 25 · 2020: 26 · 2019: 16 · 2018: 12 · 2017: 13 · 2016: 11 · 2015: 5 · 2014: 2 · 2013: 1
- FWCI
- 1.25
- Type
- journal article
- Language
- en
- Open access
- green
- www.ncbi.nlm.nih.gov
- Locations
- Cyberpsychology Behavior and Social Networking (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- DR-NTU (Nanyang Technological University) (submittedVersion)
- Funders
- National Research Foundation
- National Research Foundation Singapore
- Topics
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Keywords
- depression treatment, serious games, virtual reality exposure therapy, psychoeducation, exercise intervention, self-help intervention, waitlist control, treatment effectiveness
- MeSH terms
- Depression, Female, Game Theory, Humans
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