Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis
Open accessAbstract
The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder. Method: We conducted a systematic search in the Pubmed, PsycINFO and Embase databases, using mental health and serious games related keywords. Ten studies met the inclusion criteria and were included in the review, nine were included in the meta-analysis. Results: All of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection. The studies targeted age groups ranging from 7 to 80 years old. The serious games focussed on symptoms of depression (n = 2), post-traumatic stress disorder (n = 2), autism spectrum disorder (n = 2), attention deficit hyperactivity disorder (n = 1), cognitive functioning (n = 2) and alcohol use disorder (n = 1). The studies used goal-oriented (n = 4) and cognitive training games (n = 6). A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups). A meta-analysis of nine studies comprising ten comparisons, using a random effects model, showed a moderate effect on improvement of symptoms (g = 0.55 [95% CI 0.28 to 0.83]; P < 0.001), favoring serious games over no intervention controls. Discussion/Conclusion: Though the number of studies in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder related symptoms. More studies are needed in order to attain deeper knowledge of the efficacy for specific mental disorders and the longer term effects of this new type of treatment for mental disorders.
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Written from the paper’s full text.
TL;DR
This systematic review and meta-analysis of RCTs found that serious games for mental health were mostly PC-based and showed a moderate pooled effect on symptom improvement (g = 0.55, 95% CI 0.28–0.83) across 9 studies and 10 comparisons. The authors conclude serious gaming is feasible and potentially effective, but the evidence base is limited by few small trials and methodological concerns.
Key findings
- Across 9 studies (10 comparisons; 674 participants: 380 experimental, 294 control), serious games improved mental disorder-related symptoms versus controls: Hedges’ g = 0.55 (95% CI 0.28–0.83, P < 0.001), NNT = 3.31; heterogeneity was substantial (I² = 58.53).
- Disorder-specific pooled effects were: depression g = 1.36 (95% CI 0.58–2.13), cognitive functioning g = 0.79 (95% CI 0.36–1.21), PTSD g = 0.59 (95% CI 0.20–0.99), ASD g = 0.46 (95% CI 0.10–0.81, non-significant), and ADHD g = 0.22 (95% CI −0.40–0.83).
- Subgroup analyses showed youth ≤18 years g = 0.70 (95% CI 0.32–1.07) versus adults >18 years g = 0.53 (95% CI 0.07–0.99), and clinical participants g = 0.59 (95% CI 0.18–0.99) versus non-clinical participants g = 0.68 (95% CI 0.26–1.09); subgroup differences were non-significant.
- All serious games were PC applications requiring no internet connection; 8 were designed as serious games and 2 were purpose-shifted (Tetris). No modified games, exergames, or anxiety-targeted serious games were identified.
Methods
- Systematic search of PubMed, PsycINFO, and Embase using PRISMA; inclusion required a digital game delivered on any technical platform, targeting mental disorders, and evaluated in an RCT. Simulations, VR interventions, and interactive programs without game elements were excluded. The search returned 4,130 items; 10 studies were included in the review and 9 in the meta-analysis.
- Data were extracted by two independent reviewers; study validity was assessed with the Cochrane Risk of Bias tool. Meta-analysis used a random-effects model with Hedges’ g in Comprehensive Meta-Analysis, plus subgroup analyses by age and clinical/non-clinical status, and publication-bias checks including funnel plot, Duval and Tweedie trim-and-fill, and Egger’s test.
- The meta-analysis included 674 participants; studies targeted depression (n = 2), PTSD (n = 2), ASD (n = 2), ADHD (n = 1), cognitive functioning (n = 2), and alcohol use disorder (n = 1). The AUD study was excluded from the meta-analysis because it did not provide amenable data.
Limitations
- The paper states that the number of eligible studies and participants was small; risk of bias was unclear in many cases due to incomplete reporting, possibly indicating selection, performance, and detection bias and overestimated effect sizes.
- The paper states that several mental health disorders and clinical outcomes were collated as psychiatric-related disorders rather than analyzed separately, so findings can only indicate improvement rather than clear symptom reduction; subgroup analyses of distinct mental disorders were not conducted because the number of studies and power were too low.
- Evident from the text: all included games were PC-based and required no internet connection, limiting generalizability to smartphone/tablet platforms; no anxiety-targeted serious games were found; overall heterogeneity was substantial (I² = 58.53); and funnel plot/trim-and-fill indicated possible publication bias, with the adjusted effect size changing from g = 0.63 to 0.48, although Egger’s test did not indicate asymmetry (P > 0.10).
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- Findingown data
A meta-analysis of 9 studies comprising 10 comparisons, using a random effects model, showed a moderate effect on improvement of symptoms [g = 0.55 (95% confidence interval 0.28-0.83); P < 0.001], favoring serious games over no intervention controls.
“A meta-analysis of 9 studies comprising 10 comparisons, using a random effects model, showed a moderate effect on improvement of symptoms [g = 0.55 (95% confidence interval 0.28–0.83); P < 0.001], favoring serious games over no intervention controls.”
Quote in the paperSubstantial claim- The authors state this as an assumption: The random effects model assumes that the calculated effect sizes differ because of true variation in effect size from one study to the next and not only because of random error within studies.
- Findingown data
No modified games were found in the study.
“However, we found no modified games in our study.”
Quote in the paperNot a substantial claim - Findingown data
A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups).
“A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups).”
Quote in the paperNot a substantial claim - Findingcitation
Post-traumatic stress disorder was the focus in two serious game studies.
“Post-traumatic stress disorder was the focus in two serious game studies (48, 64).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
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- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
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- Findingnone given
All the studies used serious games for training purposes.
“All the studies used serious games for training purposes.”
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- Findingcitation
The goal-oriented and problem-solving game Junior Detective Training Program (JDTP) was used in order to reduce social skills impairment.
“The goal-oriented and problem-solving game Junior Detective Training Program (JDTP) was used in order to reduce social skills impairment (35).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
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- Findingcitation
Symptoms related to ADHD were targeted in one study.
“Symptoms related to ADHD were targeted in one study (59).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
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- Findingown data
Six studies used serious games in the cognition training genre.
“Six studies used serious games in the cognition training genre (48, 58, 59, 61, 63, 65).”
Quote in the paperNot a substantial claim0 of 6 sources checked- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
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- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
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- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
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- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
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- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
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- cites [65] Horowitz, 1979, Impact of Event Scale: a measure of subjective stress, Psychosom Med source
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- Findingcitation
Two studies used serious games to address symptoms of ASD.
“Two studies used serious games to address symptoms of ASD (35, 63).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
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- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
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- Findingown data
Heterogeneity was substantial and significant (I2 = 58.53, 95% CI 1.31-34.15, P < 0.05).
“Heterogeneity was substantial and significant (I2 = 58.53, 95% CI 1.31–34.15, P < 0.05) (Table 3).”
Quote in the paperNot a substantial claim - Findingcitation
One study had a control group that received TAU in contrast to the other studies (no treatment or waitlist).
“One study (60) had a control group that received TAU in contrast to the other studies (no treatment or waitlist).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
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- Findingcitation
Two studies reported that both participants and personnel were blinded.
“Two studies reported that both participants and personnel were blinded (59, 60).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
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- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
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- Findingown data
Excluding the study with the highest and lowest effect size showed similar results.
“Excluding the study with the highest (34) and lowest (63) effect size showed similar results (see Table 3).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
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- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
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- Findingown data
After excluding the TAU study, a significant moderate almost similar effect size remained, g = 0.63 [95% CI 0.36-0.90, P < 0.001, NNT = 2.91].
“After excluding this study, a significant moderate almost similar effect size remained, g = 0.63 [95% CI 0.36–0.90, P < 0.001, NNT = 2.91] (Figure 4).”
Quote in the paperSubstantial claim - Findingown data
Performance of the Duval and Tweedie trim-and-fill procedure also indicated possible publication bias.
“Performance of the Duval and Tweedie trim-and-fill procedure also indicated possible publication bias.”
Quote in the paperNot a substantial claim - Findingown data
Five studies reported adequate random sequence generation.
“Five studies reported adequate random sequence generation (34, 59, 60, 62, 63).”
Quote in the paperNot a substantial claim0 of 5 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
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- cites [62] Verduin, 2013, Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder, J Subst Abuse Treat source
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- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
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- Findingown data
The group that aimed at ASD-related symptoms was shown to have a moderate non-significant effect size [g = 0.46 (95% CI 0.10-0.81, NNT = 3.91)].
“The group that aimed at ASD-related symptoms such as lowered ability of recognition skills (35, 63) was shown to have a moderate non-significant (P > 0.05) effect size [g = 0.46 (95% CI 0.10–0.81, NNT = 3.91)].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
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- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
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- Findingown data
A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control group).
“A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control group).”
Quote in the paperNot a substantial claim - Findingown data
Four studies had a high likelihood of incomplete outcome data.
“Four studies had a high likelihood of incomplete outcome data (35, 58, 60, 63).”
Quote in the paperNot a substantial claim0 of 4 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
- Findingown data
Visual inspection of the funnel plot indicated possible publication bias.
“Visual inspection of the funnel plot indicated possible publication bias.”
Quote in the paperSubstantial claim - Findingown data
The overall outcome of the nine studies (n = 10 comparisons) showed a moderately significant effect size of g = 0.55 (95% CI 0.28-0.83, P < 0.001) for improvement on mental disorder symptoms at posttest.
“The overall outcome of the nine studies (n = 10 comparisons) showed a moderately significant effect size of g = 0.55 (95% CI 0.28–0.83, P < 0.001) for improvement on mental disorder symptoms at posttest (see Figure 3).”
Quote in the paperSubstantial claim - Findingown data
After adjustment for missing studies, the effect size for serious games interventions changed from g = 0.63 to 0.48 (95% CI 0.17-0.78; trimmed studies = 2).
“After adjustment for missing studies, the effect size for serious games interventions changed from g = 0.63 to 0.48 (95% CI 0.17–0.78; trimmed studies = 2).”
Quote in the paperSubstantial claim - Findingown data
The group targeting cognitive functioning-related symptoms showed a large significant effect [g = 0.79 (95% CI 0.36-1.21, P < 0.05, NNT = 2.36)].
“The group targeting cognitive functioning-related symptoms such as lower attentional ability (58, 61) showed a large significant effect [g = 0.79 (95% CI 0.36–1.21, P < 0.05, NNT = 2.36)].”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
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- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
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- Findingown data
The total number of comparisons that could be included in the analysis was n = 9.
“The total number of comparisons that could be included in the analysis was n = 9.”
Quote in the paperNot a substantial claim - Findingown data
The Egger's test did not indicate an asymmetrical funnel plot (P > 0.10).
“The Egger’s test did not indicate an asymmetrical funnel plot (P > 0.10).”
Quote in the paperNot a substantial claim - Findingown data
The group targeting clinical participants showed a moderate effect size of [g = 0.59 (95% CI 0.18-0.99, NNT = 3.09)].
“The group targeting clinical participants (with diagnosed mental disorder) (35, 59, 61, 63) showed a moderate effect size of [g = 0.59 (95% CI 0.18–0.99, NNT = 3.09)]”
Quote in the paperSubstantial claim0 of 4 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
- Findingown data
The non-clinical group had an effect size [g = 0.68 (95% CI 0.26-1.09, NNT = 2.70)].
“the non-clinical group (34, 48, 58, 64) [g = 0.68 (95% CI 0.26–1.09, NNT = 2.70)]”
Quote in the paperNot a substantial claim0 of 4 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
Not checked in the free run.
- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
Not checked in the free run.
- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
Not checked in the free run.
- Findingnone given
Studies using serious games targeting cognitive functioning were available for both adults and youth.
“Studies using serious games targeting cognitive functioning were available for both adults and youth.”
Quote in the paperNot a substantial claim - Findingown data
The group targeting PTSD-related symptoms showed a moderate significant effect size [g = 0.59 (95% CI 0.20-0.99, P < 0.05, NNT = 3.09)].
“The group targeting PTSD-related symptoms such as flashbacks (48, 64) showed a moderate significant effect size [g = 0.59 (95% CI 0.20–0.99, P < 0.05, NNT = 3.09)].”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
Not checked in the free run.
- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
Not checked in the free run.
- Findingcitation
The majority of studies focused on youth and young adults especially for ASD, ADHD, and depression.
“The majority of studies focused on youth and young adults especially for ASD, ADHD, and depression (34, 35, 59–61, 63).”
Quote in the paperNot a substantial claim0 of 6 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
- Findingown data
The youth group's effect size differed non-significantly from the adult group.
“differing non-significantly from the adult group”
Quote in the paperNot a substantial claim - Findingown data
No serious games primarily targeting anxiety were found in this study.
“No serious games primarily targeting anxiety were found in this study.”
Quote in the paperNot a substantial claim - Findingown data
The clinical group's effect size differed non-significantly from the non-clinical group.
“differing non-significantly from the non-clinical group”
Quote in the paperNot a substantial claim - Findingown data
The adult group (18+) had an effect size [g = 0.53 (95% CI 0.07-0.99, NNT = 3.42)].
“the adult group (18+) (48, 58, 64) [g = 0.53 (95% CI 0.07–0.99, NNT = 3.42)]”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
Not checked in the free run.
- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
Not checked in the free run.
- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
Not checked in the free run.
- Findingown data
The group targeting youth (≤18) was shown to have a moderate effect size [g = 0.70 (95% CI 0.32-1.07, NNT = 2.63)].
“The group targeting youth (≤18) (34, 35, 59–61, 63) was shown to have a moderate effect size [g = 0.70 (95% CI 0.32–1.07, NNT = 2.63)]”
Quote in the paperNot a substantial claim0 of 6 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
- Premisecitation
Results of randomized controlled trials show that serious games have the potential to be used as a whole or part of treatment for mental health disorders.
“Results of these randomized controlled trials (RCTs) show that serious games have the potential to be used as a whole or part of treatment for mental health disorders (34, 35).”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- Interpretationown data
These findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms.
“Though the number of comparisons in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms.”
Quote in the paperSubstantial claim - Premisecitation
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.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [36] Li, 2014, Game-based digital interventions for depression therapy: a systematic review and meta-analysis, Cyberpsychol Behav Soc Netw source
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- cites [37] Van der Krieke, 2012
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- Premisereasoning
An evaluation of trials to date by means of a meta-analytic review is still lacking.
“Therefore, a contemporary update is called for, given the rapidly evolving field; and an evaluation of trials to date by means of a meta-analytic review is still lacking.”
Quote in the paperSubstantial claim - Premisecitation
The ASD games are based on the theory of enhancement of emotional understanding and social skills through training.
“The games are based on the theory of enhancement of emotional understanding and social skills (35) through training.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
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- Study design and conductcitation
The construct of behavior change may be measured validly using meta-analytic methods by taking an average of outcome measures of the same construct.
“Though the studies varied in the use of outcome measures for behavior change, its construct may be measured validly using meta-analytic methods by taking an average of outcome measures of the same construct (82).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [82] Hedges, 1985, Statistical methods for meta-analysis, Phytochemistry
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- Interpretationnone given
Using serious games as interventions for reducing mental health problems appears feasible.
“Using serious games as interventions for reducing mental health problems appears feasible.”
Quote in the paperSubstantial claim - Interpretationcitation
Our results compare favorably to those found in the review of serious games for depression only by Fleming et al.
“Our results compare favorably to those found in the review of serious games for depression only by Fleming et al. (83).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [83] Fleming, 2014, Serious games for the treatment or prevention of depression: a systematic review, Revista de Psicopatología y Psicología Clínica source
Not checked in the free run.
- Interpretationcitation
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).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] Li, 2014, Game-based digital interventions for depression therapy: a systematic review and meta-analysis, Cyberpsychol Behav Soc Netw source
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- Premisecitation
Another meta-analysis on the impact of internet-based depression interventions (18 RCTs) of Cowpertwait and Clarke likewise showed that web-based interventions targeting adult depression reduced symptoms moderately significantly compared to controls (g = 0.43).
“Regarding adults, another meta-analysis on the impact of internet-based depression interventions (18 RCTs) of Cowpertwait and Clarke (84) likewise showed that web-based interventions targeting adult depression reduced symptoms moderately significantly compared to controls (g = 0.43).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [84] Cowpertwait, 2013, Effectiveness of web-based psychological interventions for depression: a meta-analysis, Int J Ment Health Addict source
Not checked in the free run.
- Interpretationown data
These findings indicate that serious games for mental health-related symptoms have potential for various age groups.
“These findings indicate that serious games for mental health-related symptoms have potential for various age groups.”
Quote in the paperSubstantial claim - Interpretationown data
Due to the limited number of RCTs that we have been able to include in this analysis, this review can only give an idea of the potential of serious games for treating mental disorders in the future.
“Due to the limited number of RCTs that we have been able to include in this analysis, this review can only give an idea of the potential of serious games for treating mental disorders in the future.”
Quote in the paperSubstantial claim - Premisecitation
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.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] Li, 2014, Game-based digital interventions for depression therapy: a systematic review and meta-analysis, Cyberpsychol Behav Soc Netw source
Not checked in the free run.
- Interpretationown data
Games for children with ASD-related symptoms showed comparable moderate effect as found by Grynszpan et al. for technology-based (non-serious gaming) interventions for children with autism spectrum-related symptoms (d = 0.47).
“Games for children with ASD-related symptoms showed comparable moderate effect as found by Grynszpan et al. (85) for technology-based (non-serious gaming) interventions for children with autism spectrum-related symptoms (d = 0.47).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [85] Grynszpan, 2014, Innovative technology-based interventions for autism spectrum disorders: a meta-analysis, Autism source
Not checked in the free run.
- May combine two claims. 23
- Classified as probably not a substantial claim. 58
May combine two claims.
Findingown dataEight studies used serious games that were designed as such, and two studies used an existing entertainment game for a serious purpose (purpose-shifted).
“Eight studies used serious games that were designed as such (34, 35, 58–63). Two studies used an existing entertainment game for a serious purpose (purpose-shifted) (48, 64).”
Quote in the paperNot a substantial claim0 of 10 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
Not checked in the free run.
- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
- cites [62] Verduin, 2013, Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder, J Subst Abuse Treat source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
Not checked in the free run.
- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
Not checked in the free run.
May combine two claims.
Findingown dataThe serious games focused on symptoms of depression (n = 2), post-traumatic stress disorder (n = 2), autism spectrum disorder (n = 2), attention deficit hyperactivity disorder (n = 1), cognitive functioning (n = 2), and alcohol use disorder (n = 1).
“The serious games focused on symptoms of depression (n = 2), post-traumatic stress disorder (n = 2), autism spectrum disorder (n = 2), attention deficit hyperactivity disorder (n = 1), cognitive functioning (n = 2), and alcohol use disorder (n = 1).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataThe studies used goal-oriented (n = 4) and cognitive training games (n = 6).
“The studies used goal-oriented (n = 4) and cognitive training games (n = 6).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataTen studies met the inclusion criteria and were included in the review, and nine studies were included in the meta-analysis.
“Ten studies met the inclusion criteria and were included in the review, and nine studies were included in the meta-analysis.”
- Also stated in: § Study Selection · plain
“After applying the exclusion criteria, 10 studies were included in the review and 9 in the meta-analysis.”
Quote in the paperSubstantial claim- Also stated in: § Study Selection · plain
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe studies targeted age groups ranging from 7 to 80 years old.
“The studies targeted age groups ranging from 7 to 80 years old.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Findingown dataThe search returned 4,130 items; after removal of duplicates, 3,693 records remained; initial screening excluded 3,612 articles, leaving 81 items; after applying exclusion criteria, 10 studies were included in the review and 9 in the meta-analysis.
“The PubMed, PsycINFO, and Embase search returned 4,130 items. After removal of duplicates, 3,693 records remained. Initial screening of title and abstract excluded a further 3,612 articles, leaving 81 items. After applying the exclusion criteria, 10 studies were included in the review and 9 in the meta-analysis.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenAll of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection.
“All of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationThe cognition training game Let's Face It! was used in order to reduce ASD-related symptoms such as poor facial recognition skills.
“The cognition training game Let’s Face It! was used in order to reduce ASD-related symptoms such as poor facial recognition skills (63).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataNo exergames were identified in the current study.
“No exergames were identified in the current study.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenLet's Face It! is available to the public and can be downloaded free of charge from the website of the University of Victoria.
“Let’s Face It! is available to the public and can be downloaded free of charge from the website of the University of Victoria”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationBeaumont and Sofronoff and Tanaka et al. had facial expression as a common primary outcome measure.
“Beaumont and Sofronoff (35) and Tanaka et al. (63) had facial expression as common primary outcome measure.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationThe intervention in Tanaka et al. had a duration of 19.1 weeks on average.
“The intervention had a duration of 19.1 weeks average (63).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationOne study used a serious game that was goal-oriented only.
“One study used a serious game that was goal-oriented only (62).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [62] Verduin, 2013, Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder, J Subst Abuse Treat source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingcitationThree studies used serious games that can be categorized in two genres, namely, goal-oriented and problem-solving.
“Three studies used serious games that can be categorized in two genres, namely, goal-oriented and problem-solving (34, 35, 60).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingcitationIn both PTSD studies, Tetris was played for 10 min with little instruction needed, after watching a film containing traumatic scenes.
“Within both studies by Holmes et al. (48, 64), this game was played for 10 min with little instruction needed, after watching a film containing traumatic scenes.”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
Not checked in the free run.
- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingreasoningTetris was used in both PTSD studies in order to reduce PTSD-related symptoms.
“Tetris was used in both studies in order to reduce PTSD-related symptoms.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationTwo RCTs targeted depression, both with the same serious game SPARX, aimed at adolescents aged from 12 to 19 years.
“Two RCTs targeted depression, both with the same serious game SPARX (34, 60), aimed at adolescents (aged from 12 to 19 years).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingreasoningIn both depression studies, SPARX was used in order to reduce depression-related symptoms.
“In both studies, this goal-oriented and problem-solving game was used in order to reduce depression-related symptoms.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThree of the 10 studies also had psychoeducation as a purpose.
“Three of these 10 studies also had psychoeducation as a purpose (34, 35, 60).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataIn both PTSD studies, Tetris was played on a PC in the research lab at the university, and no internet connection was needed to play Tetris.
“In both studies, the game was played on a PC in the research lab at the university. No internet connection was needed to play Tetris.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingcitationLet's Face It! used face subtests and object subtests.
“Let’s Face It! used face subtests (face dimensions, immediate memory for faces, matching identity, masked features, expression, and parts/whole identity) and object subtests (house dimensions and immediate memory for cars) (63).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenThe version of SPARX used in the studies can be played on a PC without the need for an internet connection.
“The version of SPARX used in the studies can be played on a PC without the need for an internet connection”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationThe Children's Depression Rating Scale Revised was used as the primary outcome measure for both depression studies.
“The Children’s Depression Rating Scale Revised (67) was used as primary outcome measure for both studies.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [67] Poznanski, 1996
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationOne ASD study used emotion recognition and emotion management as primary outcome measures.
“As primary outcome measures, one study used emotion recognition (facial expression and body posture) and emotion management (Dylan is being teased, a coping with bullying test and James and the Maths Test, a coping with anxiety test) (35).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingnone givenJDTP can be played on a PC without the need for an internet connection.
“JDTP can be played on a PC without the need for an internet connection.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationTetris was purpose-shifted, since it was originally developed for entertainment.
“Tetris (68) was purpose-shifted, since it was originally developed for entertainment.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [68] Tetris
Not checked in the free run.
Classified as probably not a substantial claim.
Findingnone givenThe common ground between the included studies is the evaluation through RCTs of possible improvement to mental health symptoms using serious games.
“The common ground between the included studies is, however, the evaluation through RTCs of possible improvement to mental health symptoms using serious games.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationA cognition training computer games program that focused on path-finding was used in order to reduce cognitive decline symptoms.
“A cognition training computer games program that focused on path-finding (proceeding from easy to hard) was used in order to reduce cognitive decline symptoms (61).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataTwo studies targeted depression.
“Two studies targeted depression (34, 60).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [34] Fleming, 2012, A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education, Behav Cogn Psychother source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationThree studies reported that research assistants were blinded for the outcome assessment.
“Three studies reported that research assistants were blinded for the outcome assessment (35, 59, 60).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataPTSD was the subject of two studies.
“PTSD was the subject of two studies (48, 64).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [48] Holmes, 2010, Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial tetris versus verbal pub quiz, PLoS One source
Not checked in the free run.
- cites [64] Holmes, 2009, Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science, PLoS One source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationOne study focused on ADHD.
“One study focused on ADHD (59).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
May combine two claims.
Findingown dataThe study of Verduin et al. on AUD did not provide amenable data for inclusion in the meta-analysis and is therefore excluded.
“The study of Verduin et al. (62) on AUD did not provide amenable data for inclusion in the meta-analysis and is therefore excluded (Table 3).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [62] Verduin, 2013, Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder, J Subst Abuse Treat source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationThe cognition training PC game Braingame Brian was used in order to reduce ADHD-related symptoms.
“The cognition training PC game Braingame Brian (78) was used in order to reduce ADHD-related symptoms.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [78] Prins, 2013, “Braingame Brian”: toward an executive function training program with game elements for children with ADHD and cognitive control problems, Games Health J source
Not checked in the free run.
May combine two claims.
FindingcitationTwo studies targeted cognitive functioning symptoms, meaning limited attention capacity due to impairment and age-related decline in cognitive performances including working memory, speed of processing, and cognitive control.
“Two studies targeted cognitive functioning symptoms (58, 61), meaning limited attention capacity due to impairment (61) and age-related decline in cognitive performances including working memory, speed of processing, and cognitive control (58).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
Not checked in the free run.
- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataSeveral domains were rated unclear due to incomplete reporting.
“Several domains were rated unclear—the reason for this was incomplete reporting.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataTwo studies reported allocation to be concealed.
“Two studies reported allocation to be concealed (59, 60).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [59] Dovis, 2015, Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial, PLoS One source
Not checked in the free run.
- cites [60] Merry, 2012, The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial, BMJ source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataASD was the focus of two studies.
“ASD was the focus of two studies (35, 63).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [35] Beaumont, 2008, A multi-component social skills intervention for children with Asperger syndrome: the Junior Detective Training Program, J Child Psychol Psychiatry source
Not checked in the free run.
- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationAUD was targeted in one study.
“AUD was targeted in one study (62).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [62] Verduin, 2013, Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder, J Subst Abuse Treat source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationCognitive functioning was targeted in two studies.
“Cognitive functioning was targeted in two studies (58, 61).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [58] Ballesteros, 2014, Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial, Front Aging Neurosci source
Not checked in the free run.
- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThere were eight different games in the study.
“There were eight different games in our study.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenThe number of studies that were eligible for inclusion in this review was small and the number of participants included in those studies likewise.
“First, the number of studies that were eligible for inclusion in this review was small and the number of participants included in those studies likewise.”
Quote in the paperSubstantial claimMay combine two claims.
Findingnone givenAll of the serious games were PC applications that required no internet connection to play.
“All of the serious games were PC applications that required no internet connection to play.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThree types of serious games in terms of design processes can be identified: designed, purpose-shifted, and modified games.
“Three types of serious games in terms of design processes can be identified, namely, designed, purpose-shifted, and modified games (4).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [4] Djaouti, 2011, Origins of serious games source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe remaining items were screened on the basis of title, abstract, and keywords by two independent raters.
“The remaining items were screened on basis of title, abstract, and keywords by two independent raters (Ho Ming Lau and Ka Wai Ma).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe PRISMA statement was used as a guideline to conduct the study.
““The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA)” statement (44) was used as guideline to conduct this study.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [44] Moher, 2014, Preferred reporting items for systematic reviews and meta-analyses, Ann Intern Med
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenA data extraction sheet was developed and pretested on two studies.
“A data extraction sheet was developed and pretested on two studies.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductcitationThe validity of the included studies was assessed using the Risk of Bias Assessment tool of the Cochrane Collaboration.
“The validity of the included studies was assessed using the Risk of Bias Assessment tool of the Cochrane Collaboration (45).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [45] Higgins, 2011
Not checked in the free run.
May combine two claims.
PremisereasoningWhile 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.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [36] Li, 2014, Game-based digital interventions for depression therapy: a systematic review and meta-analysis, Cyberpsychol Behav Soc Netw source
Not checked in the free run.
- cites [37] Van der Krieke, 2012
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationVRET, simulations, and interactive computerized interventions do not necessarily contain elements that make a game a game and thus should not be categorized as serious games.
“VRET, simulations, and interactive computerized interventions do not necessarily contain elements that make a game a game and thus should not be categorized as serious games (43).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [43] Sauvé, 2007, Distinguishing between games and simulations: a systematic review, Educ Techno Soc
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Premisenone givenTo date, few serious games have been tested and reported in the scientific literature.
“To date, few serious games have been tested and reported in the scientific literature.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSupport for the effectiveness of game-based interventions for depression was found.
“Support for the effectiveness of game-based interventions for depression was found.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] Li, 2014, Game-based digital interventions for depression therapy: a systematic review and meta-analysis, Cyberpsychol Behav Soc Netw source
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationGames and simulations are different conceptual entities.
“Games and simulations are, however, different conceptual entities (43).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [43] Sauvé, 2007, Distinguishing between games and simulations: a systematic review, Educ Techno Soc
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataData were extracted by two independent reviewers.
“Data were extracted by two independent reviewers (Ho Ming Lau and Jan Smit Jr.).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe remaining records were assessed for eligibility by two independent raters.
“The remaining records were assessed for eligibility by two independent raters (Ho Ming Lau and Jan Smit Jr.).”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisereasoningWhen visuospatial tasks are performed after a traumatic event and within the time window of memory consolidation, competition for the same resources occurs, causing interference with and reduction of flashbacks.
“When visuospatial tasks are performed after a traumatic event and also within the time window of memory consolidation, competition for the same resources will occur, causing interference with and reduction of flashbacks.”
Quote in the paperSubstantial claim- The authors state this as an assumption: Flashbacks of traumatic events consist of sensory-perceptual and visuospatial mental images.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe games of Tanaka et al. are based on the theory of enhancement of recognition skills.
“The games of Tanaka et al. (63) are based on the theory of enhancement of recognition skills (63).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [63] Tanaka, 2010, Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let’s Face It! program, J Child Psychol Psychiatry source
Not checked in the free run.
Classified as probably not a substantial claim.
Premisenone givenThe theory of using Tetris is based on findings in cognitive science and neurobiology of memory.
“The theory of using Tetris is based on findings in cognitive science and neurobiology of memory.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe serious game is based on ADHD theories which argue that deficits in executive functioning are related to impulsivity, hyperactivity, and attention.
“The serious game is based on ADHD theories which argue that deficits in executive functioning are related to impulsivity, hyperactivity, and attention (69–77).”
Quote in the paperNot a substantial claim0 of 9 sources checked- cites [69] Barkley, 2006
Not checked in the free run.
- cites [70] Nigg, 2006
Not checked in the free run.
- cites [71] Rapport, 2009, Hyperactivity in boys with attention-deficit/hyperactivity disorder (ADHD): a ubiquitous core symptom or manifestation of working memory deficits?, J Abnorm Child Psychol source
Not checked in the free run.
- cites [72] Burgess, 2010, Attentional control activation relates to working memory in attention-deficit/hyperactivity disorder, Biol Psychiatry source
Not checked in the free run.
- cites [73] Crosbie, 2013, Response inhibition and ADHD traits: correlates and heritability in a community sample, J Abnorm Child Psychol source
Not checked in the free run.
- cites [74] Kofler, 2010, ADHD and working memory: the impact of central executive deficits and exceeding storage/rehearsal capacity on observed inattentive behavior, J Abnorm Child Psychol source
Not checked in the free run.
- cites [75] Raiker, 2012, Objectively-measured impulsivity and attention-deficit/hyperactivity disorder (ADHD): testing competing predictions from the working memory and behavioral inhibition models of ADHD, J Abnorm Child Psychol source
Not checked in the free run.
- cites [76] Rapport, 2001, A conceptual model of child psychopathology: implications for understanding attention deficit hyperactivity disorder and treatment efficacy, J Clin Child Psychol source
Not checked in the free run.
- cites [77] Tillman, 2011, The relation between working memory components and ADHD symptoms from a developmental perspective, Dev Neuropsychol source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSPARX is based on CBT.
“This game is based on CBT (66).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [66] Burns, 1999
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe serious games studied by Rezaiyan et al. are based on the finding that playing video games based on internal motivation can be a source of increasing attention power.
“The serious games studied by Rezaiyan et al. (61) are based on the finding that playing video games based on internal motivation can be a source of increasing attention power (61).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [61] Rezaiyan, 2007, Effect of computer game intervention on the attention capacity of mentally retarded children, Int J Nurs Pract source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
InterpretationreasoningThe strength of this study is that it is the first to provide insight into the potential effectiveness of serious games on psychiatric disorder-related symptoms based on RCTs only and on a strict definition of what is regarded to be a "serious game."
“The strength of this study is that it is the first to provide insight into the potential effectiveness of serious games on psychiatric disorder-related symptoms based on RCTs only and on a strict definition of what is regarded to be a “serious game.””
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe development and/or validation of serious games for mental health on the PC platform is lagging behind.
“It seems that the development and/or validation of serious games for mental health on this technical platform is lagging behind.”
Quote in the paperSubstantial claim- Rests on an assumption: Trends show that PC sales are declining, tablet sales are increasing, more time is spent on the smartphone and that most time spent on the smartphone is in playing games (in the US).
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationA very generic comparison, with similar results could be made with the meta-analysis of Ebert et al. on youth (2015) who likewise found evidence for the moderate efficacy of internet and computer-based CBT in the treatment of depression and anxiety (g = 0.76).
“A very generic comparison, with similar results could be made with the meta-analysis of Ebert et al. (27) on youth (2015) who likewise found evidence for the moderate efficacy of internet and computer-based CBT in the treatment of depression and anxiety (g = 0.76).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [27] Ebert, 2015, Internet and computer-based cognitive behavioral therapy for anxiety and depression in youth: a meta-analysis of randomized controlled outcome trials, PLoS One source
Not checked in the free run.
Classified as probably not a substantial claim.
Study design and conductreasoningWe decided not to conduct subgroup analyses of distinct mental disorders as the number of studies and power for doing so was too low.
“As a consequence, we decided not to conduct subgroup analyses of distinct mental disorders as the number of studies and power for doing so was too low.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe review by Fleming et al. was not confined to RCTs.
“This review was not confined to RCTs.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [83] Fleming, 2014, Serious games for the treatment or prevention of depression: a systematic review, Revista de Psicopatología y Psicología Clínica source
Not checked in the free run.
May combine two claims.
InterpretationreasoningGiven the small number of studies, several mental health disorders and clinical outcomes were collated as psychiatric-related disorders instead of focusing on single ones. This means the findings can only indicate improvement instead of clear symptom reduction.
“Furthermore, given the small number of studies, several mental health disorders and clinical outcomes were collated as psychiatric-related disorders instead of focusing on single ones. This means the findings can only indicate improvement instead of clear symptom reduction (89).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [89] Wantland, 2004, The effectiveness of web-based vs. non-web-based interventions: a meta-analysis of behavioral change outcomes, J Med Internet Res source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThis study also showed that reminders and guidance are important moderators for treatment outcome.
“This study also showed that reminders and guidance are important moderators for treatment outcome.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [84] Cowpertwait, 2013, Effectiveness of web-based psychological interventions for depression: a meta-analysis, Int J Ment Health Addict source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationcitationThis 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.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] Li, 2014, Game-based digital interventions for depression therapy: a systematic review and meta-analysis, Cyberpsychol Behav Soc Netw source
Not checked in the free run.
May combine two claims.
Interpretationown dataThe risk of bias in these studies was unclear in many cases due to incomplete reporting and may have been a problem (selection, performance, and detection bias) indicating that the methodological quality of studies could be improved and effect sizes could be overestimated.
“The risk of bias in these studies was unclear in many cases due to incomplete reporting and may have been a problem (selection, performance, and detection bias) indicating that the methodological quality of studies could be improved and effect sizes could be overestimated.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataThe effect sizes found in this study correspond to NNTs of approximately 3, indicating that three patients have to be treated in order to have one who would benefit, slightly lower than Li and colleagues.
“The effect sizes found in this study correspond to NNTs of approximately 3, indicating that three patients have to be treated in order to have one who would benefit, slightly lower than Li and colleagues.”
Quote in the paperNot a substantial claim
The authors state this as an assumption.
The random effects model assumes that the calculated effect sizes differ because of true variation in effect size from one study to the next and not only because of random error within studies.
“It assumes that the calculated effect sizes differ because of true variation in effect size from one study to the next and not only of the random error within studies.”
The authors state this as an assumption.
Flashbacks of traumatic events consist of sensory-perceptual and visuospatial mental images.
“Flashbacks of traumatic events are assumed to consist of sensory-perceptual and visuospatial mental images.”
The paper relies on this without support.
RCTs are the gold standard of research to measure effectiveness of interventions and to make clear what a serious game is or is not.
“This is important as RCTs are considered the gold standard of research to measure effectiveness of interventions and to make clear what a serious game is or is not.”
The paper relies on this without support.
Trends show that PC sales are declining, tablet sales are increasing, more time is spent on the smartphone and that most time spent on the smartphone is in playing games (in the US).
“However, trends show that PC sales are declining, tablet sales are increasing, more time is spent on the smartphone and that most time spent on the smartphone is in playing games (in the US).”
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 [33]
The Results describe serious games that provide psychoeducation and skills training, and the Introduction discusses their potential to reduce mental-health complaints. The Discussion says smartphone distribution could improve accessibility. But the reviewed interventions were PC games, not mental-health apps, and the paper does not establish that they increase treatment adherence. (LLM, conf=0.86)
Experimental — accuracy not yet measuredSerious games demonstrate increased efficacy and effectiveness across a spectrum of conditions.
“Serious games demonstrate increased efficacy and effectiveness across a spectrum of conditions (Lau et al., 2017; McCallum, 2012)”
From Therapeutic games to reduce anxiety and depression in young people: A systematic review and exploratory meta‐analysis of their use and effectiveness. (2024) · cites this paper as Lau et al., 2017
The Results (Results of the Meta-analysis; page unavailable) report a moderate overall improvement with serious games versus no intervention across studies of several mental-health conditions. The claim omits that mental-health scope and implies demonstrated effectiveness across conditions individually; the Discussion (Strengths and Limitations; page unavailable) cautions that the small evidence base supports an indication of improvement, not clear symptom reduction for each disorder. (LLM, conf=0.82)
Experimental — accuracy not yet measuredEvidence on the effectiveness of serious games for improving mental health and wellbeing is still limited.
“Although the evidence on the effectiveness of serious games (“computerized interventions which utilize gaming 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)”
From A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education (2017) · cites this paper as Lau et al., 2017
Video games are an effective tool to reduce anxious and depressive symptomatology in patients and are useful to reduce misconceptions and stigmatization about severe mental illnesses such as schizophrenia or bipolar disorder.
“Among this type of interventions, the use of video games has been highlighted as an effective tool to reduce anxious and depressive symptomatology in patients, and has been useful to reduce misconceptions and stigmatization about severe mental illnesses, such as schizophrenia or bipolar disorder [12,13].”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [12]
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 [64]
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.
The ASD significance claim conflicts with its confidence interval
MajorThe ASD result is called non-significant at P > 0.05, yet its reported 95% confidence interval, 0.10-0.81, excludes zero.
“moderate non-significant (P > 0.05) effect size [g = 0.46 (95% CI 0.10–0.81, NNT = 3.91)]”
“Autism spectrum disorder | | 2 | 0.46 | 0.10–0.81”
The reported I2 confidence interval excludes its own estimate
MajorThe overall I2 estimate is 58.53, above the upper bound of its stated 95% confidence interval, 34.15. Several other I2 rows in Table 3 have the same problem.
“I2 = 58.53”
“95% CI 1.31–34.15”
The reported number of meta-analysis comparisons changes
MinorThe methods/results text says nine comparisons could be included, whereas the abstract, outcome results, and Table 3 report ten comparisons from nine studies.
“The total number of comparisons that could be included in the analysis was n = 9.”
“The overall outcome of the nine studies (n = 10 comparisons)”
The stated overall comparator excludes controls used in the analysis
MinorThe abstract describes the pooled effect as favoring games over no-intervention controls, but the paper says the included studies also used active controls and treatment as usual.
“favoring serious games over no intervention controls.”
“three studies compared them to active controls, such as training cognitive tasks, playing a quiz, and watching slides (48, 59, 62); and one study compared gaming to treatment as usual (TAU) (60).”
An adolescent study is listed among adult studies
MinorThe study-characteristics paragraph classifies Fleming et al. (34) among studies aimed at adults aged 18 or older, but Table 1 describes its participants as adolescents aged 13-16.
“three studies were aimed at adults (18+) (34, 48, 60, 62, 64)”
“Fleming et al. (34), New Zealand | Adolescents 13–16 years”
Ballesteros participants are described as children and elderly
MinorThe cognitive-functioning section calls Ballesteros et al.'s participants children, while Table 1 identifies them as healthy elderly people aged 57-80.
“Ballesteros et al. (58) targeted children with cognitive decline symptoms”
“Ballesteros et al. (58), Sweden | Healthy elderly 57–80 years”
The Toulouse Pierson Scale is attributed to the wrong study
MinorThe text attributes assessment with the Toulouse Pierson Scale to Ballesteros et al., but Table 1 lists it as the primary outcome measure for Rezaiyan et al.; Ballesteros has different listed outcomes.
“Ballesteros et al. (58) targeted children with cognitive decline symptoms, determined by the Toulouse Pierson Scale.”
“Rezaiyan et al. (61), Iran | Educable mentally challenged children | 24-h care centers | Single game | Toulouse Pierson Scale”
The stated maximum study sample size is below a listed group size
MinorThe paper says total study sample sizes reached at most 89, but Table 1 lists 94 participants in the serious-games group alone for Merry et al.
“Total sample sizes ranged from 32 to 89 participants.”
“Merry et al. (60), New Zealand | Adolescents 12–19 years, clinically significant depression | Primary health-care sites | Single game | CDRS-R | Virtual guide in game | Health-care center | 1. SG2. TAU | 1. 942. 93 (34%)”
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The Artificial Intelligence Revolution in Stroke Care: A Decade of Scientific Evidence in Review
Naamani, K. E., Musmar, B., Gupta, N. K., Ikhdour, O., Abdalrazeq, H., Ghanem, M., Wali, M. H., El-Hajj, J., Alhussein, A., Alhussein, R., et al. (2024) · World Neurosurgery · doi:10.1016/j.wneu.2024.01.012 · Cited by 25 · see citing works
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Emotional self-regulation, virtual reality and neurofeedback
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Evaluation of serious game for changing students' behaviour in bullying situation
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- Authors
- Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H.
- Affiliations
- Amsterdam Public Health (NL)
- University of Auckland (NZ)
- Corresponding author
- Lau, Ho Ming
- Venue
- Frontiers in Psychiatry
- Publisher
- Frontiers Media SA
- Published
- 2017-01-18
- Volume
- 7
- Pages
- 209-209
- ISSN
- 1664-0640 (ISSN-L)
- PMC
- PMC5241302
- OpenAlex
- W2576865508
- Semantic Scholar
- 85314eee1865c5b220d4b89868ccd83f951afc90
- Cited by
- 328
- References
- 83
- Citations by year
- 2026: 17 · 2025: 30 · 2024: 24 · 2023: 44 · 2022: 60 · 2021: 49 · 2020: 38 · 2019: 30 · 2018: 27 · 2017: 8
- FWCI
- 5.41
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- Frontiers in Psychiatry (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Pure Amsterdam UMC (publishedVersion, other-oa)
- Amsterdam UMC (VU Amsterdam) - Institutional Repository (publishedVersion)
- VU Research Portal (submittedVersion, other-oa)
- ResearchSpace (University of Auckland) (submittedVersion, cc-by)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Data Archiving and Networked Services (DANS) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Life Sciences › Neuroscience › Cognitive Neuroscience › Autism Spectrum Disorder Research
- Keywords
- serious games, mental health, digital interventions, depression, post-traumatic stress disorder, autism spectrum disorder, attention deficit hyperactivity disorder, cognitive training, alcoholism, cognitive function, symptom relief, accessibility, feasibility
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