Cited by 21Eating Disorders and BehaviorsEducational Games and GamificationNutrition, Health and Food Behavior

The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review

Open access
Tang, Wymann S W, Ng, Tricia J Y, Wong, Joseph Z A, Ho, Cyrus S H·2022·Journal of Medical Internet Research

Abstract

Background: Eating disorders and other forms of disordered eating cause significant complications and comorbidities in patients. However, full remission with current standard treatment remains low. Challenges to treatment include underdiagnosis and high dropout rates, as well as difficulties in addressing underlying emotion dysregulation, poor impulse control, and personality traits. Serious video games (SVGs), which have the advantages of being highly engaging and accessible, may be potential tools for delivering various forms of treatment in addressing the underlying psychopathology of disordered eating. Objective: This review aims to provide an overview of the possible mechanisms by which SVGs may affect the clinical course of disordered eating, while evaluating the outcomes of studies that have assessed the role of SVGs in the treatment of disordered eating. Methods: A systematic search was performed on PubMed, PsycINFO, and Embase, using keywords related to SVGs, disordered eating, and eating disorders. A narrative synthesis was subsequently carried out. Results: In total, 2151 papers were identified, of which 11 (0.51%) were included. Of these 11 studies, 10 (91%) were randomized controlled trials, and 1 (9%) was a quasi-experimental study. The types of SVG interventions varied across the studies and targeted different mechanisms of disordered eating, ranging from addressing problem-solving and emotion regulation skills to neurocognitive training for inhibitory control. Most (10/11, 91%) of the studies showed some benefit of the SVGs in improving certain physical, behavioral, or psychological outcomes related to disordered eating. Some (4/11, 36%) of the studies also showed encouraging evidence of the retention of these benefits at follow-up. Conclusions: The studies included in this review provide collective evidence to suggest the various roles SVGs can play in plugging potential gaps in conventional therapy. Nonetheless, challenges exist in designing these games to prevent potential pitfalls, such as excessive stress arising from the SVGs themselves or potential gaming addiction. Further studies will also be required to assess the long-term benefits of SVGs as well as explore their potential preventive, and not just curative, effects on disordered eating.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.2196/39527

Cites

87 of 87 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

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?

  • A systematic review of serious video games addressing eating disorders found that 10 of 11 included papers reported improvements in certain physical, behavioral, or psychological outcomes.

    “For example, a systematic review of SVGs addressing eating disorders (which had diverse skill targets such as problem solving, inhibitory control, and emotion regulation) found that 10 of 11 included papers reported improvements in certain physical, behavioral, or psychological outcomes [59].”

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 1

  1. [31]Abt CC Serious Games 1987 Lanham, MD, USA University Press of America

Cited by

Sorted by citations

Authors
Tang, W. S. W., Ng, T. J. Y., Wong, J. Z. A., & Ho, C. S. H.
Affiliations
National University of Singapore (SG)
Corresponding author
Ho, Cyrus S H
Venue
Journal of Medical Internet Research
Published
2022-08-29
Volume
24
Issue
8
Pages
e39527
ISSN
1438-8871 (ISSN-L)
OpenAlex
W4288764013
Cited by
21
References
87
Citations by year
2026: 4 · 2025: 6 · 2024: 8 · 2023: 1 · 2022: 2
FWCI
0.71
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Journal of Medical Internet Research (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Topics
  • Social Sciences › Psychology › Clinical Psychology › Eating Disorders and Behaviors
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Health Sciences › Nursing › Nutrition and Dietetics › Nutrition, Health and Food Behavior
Keywords
disordered eating, eating disorders, digital interventions, emotion regulation, inhibitory control, neurocognitive training, problem-solving skills, treatment retention, gaming addiction, prevention
MeSH terms
Feeding and Eating Disorders, Humans, Problem Solving, Self Care, Comorbidity, Randomized Controlled Trials as Topic, Video Games

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