Cited by 84Digital Mental Health InterventionsVirtual Reality Applications and ImpactsEducational Games and Gamification

Annual Research Review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: the need for rigorous treatment development and clinical evaluation

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Halldorsson, Brynjar, Hill, Claire, Waite, Polly, Partridge, Kate, Freeman, Daniel, Creswell, Cathy·2021·Journal of Child Psychology and Psychiatry

Abstract

Background: Mental health problems in children and young people are common and can lead to poor long‐term outcomes. Despite the availability of effective psychological interventions for mental health disorders, only a minority of affected children and young people access treatment. Digital interventions, such as applied games and virtual reality (VR), that target mental health problems in children and young people may hold a key to increasing access to, engagement with, and potentially the effectiveness of psychological treatments. To date, several applied games and VR interventions have been specifically developed for children and young people. This systematic review aims to identify and synthesize current data on the experience and effectiveness of applied games and VR for targeting mental health problems in children and young people (defined as average age of 18 years or below). Methods: Electronic systematic searches were conducted in Medline, PsycINFO, CINAHL, and Web of Science. Results: Nineteen studies were identified that examined nine applied games and two VR applications, and targeted symptoms of anxiety, depression, and phobias using both quantitative and qualitative methodologies. Existing evidence is at a very early stage and studies vary extensively in key methodological characteristics. For applied games, the most robust evidence is for adolescent depressive symptoms (medium clinical effect sizes). Insufficient research attention has been given to the efficacy of VR interventions in children and young people. Conclusions: The evidence to date is at a very early stage. Despite the enthusiasm for applied games and VR, existing interventions are limited in number and evidence of efficacy, and there is a clear need for further co‐design, development, and evaluation of applied games and VR before they are routinely offered as treatments for children and young people with mental health problems.

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  • Relatively limited research has explored the potential therapeutic applications of VR beyond exposure-based cognitive behavioral therapy approaches, and research in youth is highly limited.

    “However, relatively limited research has explored the potential therapeutic applications of VR beyond exposure-based cognitive behavioral therapy (CBT) approaches, and research in youth is highly limited [2,5,6,16].”

    From A Virtual Reality–Based Cognitive Defusion Application for Youth Depression and Anxiety: Mixed Methods Experimental Study. (2025) · cites this paper as [5]

    The Study characteristics section reports only three youth VR studies examining two applications, supporting the claim that research in youth is highly limited. Variable intervention approaches says both VR interventions used exposure as their only treatment component. The review is scoped to children and young people, however, so it does not establish that research on VR beyond exposure-based CBT is limited across all ages; page numbers are unavailable in our copy. (LLM, conf=0.84)

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  • The application of VR in youth mental health remains critically underexplored.

    “its application in youth mental health remains critically underexplored [5,6]”

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Research works printed but not linked: 3

  1. © 2021 The Authors. Journal of Child Psychology and Psychiatry published by John Wiley & Sons Ltd on behalf of Association for Child and Adolescent Mental Health. doi:10.1111/jcpp.13400 Virtual reality and gaming interventions for mental health problems
  2. Maedche, A. Botzenhardt, & L. Neer (Eds.), Software for people (pp. 121-136). Berlin, Heidelberg: Springer.
  3. © 2021 The Authors. Journal of Child Psychology and Psychiatry published by John Wiley & Sons Ltd on behalf of Association for Child and Adolescent Mental Health. doi:10.1111/jcpp.13400 Virtual reality and gaming interventions for mental health problems

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Authors
Halldorsson, B., Hill, C., Waite, P., Partridge, K., Freeman, D., & Creswell, C.
Affiliations
  • Reykjavík University (IS)
  • University of Reading (GB)
  • University of Oxford (GB)
  • Oxford Health NHS Foundation Trust (GB)
Corresponding author
Creswell, Cathy
Venue
Journal of Child Psychology and Psychiatry
Publisher
Wiley
Published
2021-03-02
Volume
62
Issue
5
Pages
584-605
ISSN
  • 0021-9630 (ISSN-L)
  • 1469-7610
OpenAlex
W3120263578
Cited by
84
References
74
Citations by year
2026: 13 · 2025: 22 · 2024: 17 · 2023: 20 · 2022: 6 · 2021: 6
FWCI
1.91
Type
journal article
Language
en
Open access
Locations
  • Journal of Child Psychology and Psychiatry (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • CentAUR (University of Reading) (submittedVersion)
Funders
University of Reading
Topics
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
immersive virtual reality, applied games, digital mental health interventions, children and young people, adolescent depression, anxiety, phobia, treatment development, clinical evaluation, co-design, treatment engagement
MeSH terms
Virtual Reality, Adolescent, Anxiety, Anxiety Disorders, Child, Humans, Infant, Newborn, Mental Health, Video Games

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