Juegos serios para el tratamiento o la prevención de la depresión: una revisión sistemática
Open accessAbstract
Serious games (computerised interventions which utilise gaming for serious purposes) have been shown to support improved outcomes in several health conditions. We aimed to review evidence regarding serious games for depression. We undertook electronic searches of PsycInfo, EMBASE and Medline, using terms relevant to computer games and depression. We included fulltext articles published in English in peer-reviewed literature since 2000, where the intervention was designed to treat or prevent depression and which included pre-and post-intervention measurement of depression. Nine studies relating to a total of six interventions met inclusion criteria. Most studies were small and were carried out by the developers of the programs. All were tested with young people (ages between 9 and 25 years). Most reported promising results with some positive impact on depression although one universal program had mixed results. Serious gaming interventions show promise for depression, however evidence is currently very limited.
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Written from the paper’s full text.
TL;DR
This systematic review identified nine studies of six serious-game interventions for depression, almost all in young people aged 9–25 years. Most reported promising symptom improvements and adherence, but the evidence base is small, heterogeneous, and largely produced by intervention developers.
Key findings
- Nine studies relating to six interventions met inclusion criteria; most were small, and all were tested with young people aged 9–25 years.
- In the largest RCT, SPARX was as effective as treatment as usual on clinician-rated and self-report depression measures, with significantly higher remission rates for SPARX (43.7%) than treatment as usual (26.4%) (p=.030).
- In another SPARX RCT versus waitlist, remission rates were significantly higher for SPARX (78.9%) than waitlist (36.4%) (p=.004).
- The Journey showed significantly greater reductions in clinician-rated depression than an attention placebo (mean change intervention group = 17.6, CI = 14.13–21.00; attention placebo = 6.06, CI = 2.01–10.02; F(1,27)=20.6; p<.001), but not on self-report depression.
- Adherence was promising where reported: 85% completed all Think Feel Do modules; 60–90% completed all seven SPARX modules; 94% completed all modules of The Journey. ReachOutCentral showed no significant pre-to-post improvement in depression symptoms on the K10, though resiliency improved for females.
Methods
- Systematic review with electronic searches of PsycInfo, Medline, and EMBASE from inception to 21 June 2014, using terms for computer games and depression.
- Eligible studies were English-language peer-reviewed articles published after 2000, any design (RCT, CCT, or open trial), delivered online/digitally, using gaming as an integral and primary method, and reporting pre- and post-intervention depression measurement.
- Searches retrieved 2,137 publications; 43 studies were interrogated for inclusion, and 9 studies relating to 6 interventions were included. Data were extracted by six authors and checked by a seventh; heterogeneity precluded meta-analysis.
Limitations
- The paper states that studies were generally small, interventions were heterogeneous, and most were carried out by persons involved in intervention development; these limitations precluded meaningful data synthesis.
- The paper states that all included interventions focused on children, adolescents, or young people (aged 9–25 years), that program descriptions were limited, and that only peer-reviewed literature was reviewed.
- Evident from the text: only one RCT had a large sample (n=187), most other trials had fewer than 34 participants, several programs were CD-ROM-based and not smartphone-based, and most were not publicly available outside research settings.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
0 of 44 cited sources checked · 0 supported · 0 flagged
- Findingown data
Most included studies were carried out by the developers of the programs.
“Most studies were small and were carried out by the developers of the programs.”
Quote in the paperNot a substantial claim - Findingown data
One universal program had mixed results.
“Most reported promising results with some positive impact on depression although one universal program had mixed results.”
Quote in the paperNot a substantial claim - Findingown data
All included studies were tested with young people aged between 9 and 25 years.
“All were tested with young people (ages between 9 and 25 years).”
Quote in the paperNot a substantial claim - Findingown data
Most included studies were small.
“Most studies were small and were carried out by the developers of the programs.”
Quote in the paperNot a substantial claim - Findingown data
Nine studies relating to a total of six interventions met inclusion criteria.
“Nine studies relating to a total of six interventions met inclusion criteria.”
- Also stated in: § Results of the search · plain
“Of the 43 studies interrogated for inclusion, 9 studies relating to six different interventions were eligible for inclusion.”
Quote in the paperSubstantial claim - Also stated in: § Results of the search · plain
- Findingown data
For the majority of possibly relevant studies that were excluded, the reason for exclusion was that the intervention was exclusively a Virtual Reality simulation that did not incorporate gaming as an integral or primary strategy or was an intervention aimed at other conditions.
“For the majority of possibly relevant studies that were excluded, the reason for exclusion was that the intervention was exclusively a Virtual Reality simulation that did not incorporate gaming as an integral or primary strategy or was an intervention that was aimed at other conditions.”
Quote in the paperNot a substantial claim - Findingown data
Five of the RCTs/CCTs had a sample size less than 34.
“The RCTs and CCTs were generally small; fi ve had a sample size less than 34; one RCT of SPARX (Merry et al., 2012) included a sample size of 187.”
Quote in the paperNot a substantial claim - Findingown data
The RCTs and CCTs were generally small.
“The RCTs and CCTs were generally small; fi ve had a sample size less than 34; one RCT of SPARX (Merry et al., 2012) included a sample size of 187.”
Quote in the paperNot a substantial claim - Findingown data
Eight included studies focused on children and/or adolescents aged 9 to 19 years.
“Eight studies focused on children and or adolescents (aged 9 to 19 years); while ReachOutCentral was tested with 18 to 25 year olds.”
Quote in the paperNot a substantial claim - Findingcitation
In the open trial of Think Feel Do, participants demonstrated significant improvements in depression on the self-rated Adolescent Wellbeing Scale.
“In the open trial of Think Feel Do reported by Attwood et al. (2012), participants demonstrated signifi cant improvements in depression on the self-rated Adolescent Wellbeing Scale, the generalized anxiety subscale on the self-rated Spence Children's Anxiety Scale and in self-esteem on the Rosenberg Self Esteem Scale.”
Quote in the paperNot a substantial claim - Findingown data
One RCT of SPARX included a sample size of 187.
“The RCTs and CCTs were generally small; fi ve had a sample size less than 34; one RCT of SPARX (Merry et al., 2012) included a sample size of 187.”
Quote in the paperNot a substantial claim - Findingown data
Seven of the included studies reported programs tested with children or adolescents with depressive symptoms or emotional problems and recruited via schools, community organisations or health care providers.
“Seven of the studies reported programs tested with children or adolescents with depressive symptoms or emotional problems and recruited via schools, community organisations or health care providers.”
Quote in the paperNot a substantial claim - Findingcitation
In the trial of ReachOutCentral, depression symptoms were only captured with the Kessler Psychological Distress Scale.
“In the trial of ReachOutCentral (Shandley et al., 2010), depression symptoms were only captured with the Kessler Psychological Distress Scale (which also includes items relevant to stress and anxiety) and there were no signifi cant improvements from pre-to post-intervention.”
Quote in the paperNot a substantial claim - Findingcitation
In fully self-help interventions, between 60% and 90% of participants completed all 7 modules of SPARX.
“In terms of the fully self-help interventions (SPARX, SPARX-Rainbow, The Journey and ReachOutCentral); between 60% and 90% of participants completed all 7 modules of SPARX (Fleming et al., 2012, Lucassen et al., 2013, Merry et al., 2012) and 94% completed all modules of the Journey (Stasiak et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
In the trial of ReachOutCentral, there were no significant improvements in depression symptoms from pre- to post-intervention.
“In the trial of ReachOutCentral (Shandley et al., 2010), depression symptoms were only captured with the Kessler Psychological Distress Scale (which also includes items relevant to stress and anxiety) and there were no signifi cant improvements from pre-to post-intervention.”
Quote in the paperNot a substantial claim - Findingcitation
In the CCT of Think Feel Do, those who received the intervention had significantly improved scores on social phobia and generalised anxiety subscales of the Spence Children's Anxiety Scale.
“Those who re-ceived the intervention had signifi cantly improved scores on the total anxiety score of the self-rated Spence Children's Anxiety Scale, as well as on social phobia and generalised anxiety subscales but no signifi cant improvements on parent-rated anxiety or on the parent-rated Strengths and Diffi culties Questionnaire (Attwood et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
In an RCT, those who received The Journey had significantly greater reductions in clinician-rated depression on the CDRS-R compared with a psycho-educational computer program.
“The Journey was compared with a psycho-educational computer program in an RCT and those who received the intervention had signifi cantly greater reductions in clinician-rated depression on the CDRS-R but not on self-report depression symptoms measured on the RADS-II (Stasiak et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
94% completed all modules of The Journey.
“In terms of the fully self-help interventions (SPARX, SPARX-Rainbow, The Journey and ReachOutCentral); between 60% and 90% of participants completed all 7 modules of SPARX (Fleming et al., 2012, Lucassen et al., 2013, Merry et al., 2012) and 94% completed all modules of the Journey (Stasiak et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
In the open trial of Rainbow SPARX, there were significant reductions on the CDRS-R from pre- to post-intervention.
“In the open trial of Rainbow SPARX there were signif icant reductions on the CDRS-R, RADS-II and the MFQ, as well as anxiety on the self-rated Spence Children's Anxiety Scale from pre-to post-intervention (Lucassen et al., 2013).”
Quote in the paperNot a substantial claim - Findingcitation
When compared with a waitlist control in students in alternative education settings, SPARX resulted in significantly greater reductions in depression on the CDRS-R.
“When compared with a waitlist control in students in alternative education settings, SPARX resulted in signifi cantly greater reductions in depression on the CDRS-R, and on RADS-II, as well as signifi cantly higher rates of remission.However, there were no signifi cant differences between groups on anxiety or other measures of psychological functioning (Fleming et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
In the largest RCT, there were significantly higher remission rates for those who received SPARX compared with those who received treatment as usual.
“In the largest RCT included in this review, SPARX was shown to be as effective as treatment as usual in reducing clinician-rated depression on the Children's Depression Rating Scale-Revised (CDRS-R), on self-report depression symptoms measured on the Reynolds Adolescent Depression Scale-Revised Edition (RADS-II) and on the Moods and Feelings Questionnaire (MFQ), with signifi cantly higher”
Quote in the paperNot a substantial claim - Findingcitation
In the largest RCT, those who received SPARX also had significantly greater reductions on self-reported anxiety on the Spence Children's Anxiety Scale.
“Those who received the intervention also had significantly greater reductions on self-reported anxiety on the Spence Children's Anxiety Scale.”
Quote in the paperNot a substantial claim - Findingcitation
In the largest RCT, SPARX was shown to be as effective as treatment as usual in reducing self-report depression symptoms measured on the Reynolds Adolescent Depression Scale-Revised Edition (RADS-II).
“In the largest RCT included in this review, SPARX was shown to be as effective as treatment as usual in reducing clinician-rated depression on the Children's Depression Rating Scale-Revised (CDRS-R), on self-report depression symptoms measured on the Reynolds Adolescent Depression Scale-Revised Edition (RADS-II) and on the Moods and Feelings Questionnaire (MFQ), with signifi cantly higher”
Quote in the paperSubstantial claim - Findingown data
In the CCT of Think Feel Do as a universal intervention with boys, differences between intervention and attention placebo were not reported.
“In the CCT reported in this study, Think Feel Do was tested as a universal intervention with a group of boys.Differences between those who received the intervention and those who received an attention placebo were not reported.Depression was not measured.”
Quote in the paperNot a substantial claim - Findingcitation
In the largest RCT, SPARX was shown to be as effective as treatment as usual in reducing self-report depression symptoms measured on the Moods and Feelings Questionnaire (MFQ).
“In the largest RCT included in this review, SPARX was shown to be as effective as treatment as usual in reducing clinician-rated depression on the Children's Depression Rating Scale-Revised (CDRS-R), on self-report depression symptoms measured on the Reynolds Adolescent Depression Scale-Revised Edition (RADS-II) and on the Moods and Feelings Questionnaire (MFQ), with signifi cantly higher”
Quote in the paperSubstantial claim - Findingcitation
In the open trial of Think Feel Do, participants demonstrated significant improvements in self-esteem on the Rosenberg Self Esteem Scale.
“In the open trial of Think Feel Do reported by Attwood et al. (2012), participants demonstrated signifi cant improvements in depression on the self-rated Adolescent Wellbeing Scale, the generalized anxiety subscale on the self-rated Spence Children's Anxiety Scale and in self-esteem on the Rosenberg Self Esteem Scale.”
Quote in the paperNot a substantial claim - Findingcitation
In clinician or facilitator supported interventions, 85% of participants in the RCT of Think Feel Do completed all modules.
“In terms of clinician or facilitator supported interventions, 85% of participants in the RCT of Think Feel Do completed all modules (Stallard).”
Quote in the paperNot a substantial claim - Findingown data
In the CCT of Think Feel Do as a universal intervention with boys, depression was not measured.
“In the CCT reported in this study, Think Feel Do was tested as a universal intervention with a group of boys.Differences between those who received the intervention and those who received an attention placebo were not reported.Depression was not measured.”
Quote in the paperNot a substantial claim - Findingcitation
In the CCT of Journey to the Wild Divine and Freeze Framer, there were significant post-intervention differences between those who received the intervention and those in the waitlist control group on depression measured on the self-report Children's Depression Inventory.
“In the CCT of Journey to the Wild Divine and Freeze Framer, there were significant post-intervention differences between those who received the intervention and those who were in the waitlist control group on depression measured on the self-report Children's Depression Inventory as well as on anxiety measured by the self-report Multidimensional Anxiety Scale for Children (Knox et al., 2011).”
Quote in the paperNot a substantial claim - Findingcitation
When compared with a waitlist control in students in alternative education settings, SPARX resulted in significantly greater reductions in depression on RADS-II.
“When compared with a waitlist control in students in alternative education settings, SPARX resulted in signifi cantly greater reductions in depression on the CDRS-R, and on RADS-II, as well as signifi cantly higher rates of remission.However, there were no signifi cant differences between groups on anxiety or other measures of psychological functioning (Fleming et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
On average males spent 69 minutes over 1.5 sessions on ReachOutCentral.
“On average females spent a total of 91 minutes over 1.6 sessions on ReachOutCentral and males spent 69 minutes over 1.5 sessions (Shandley et al., 2010).”
Quote in the paperNot a substantial claim - Findingcitation
In the open trial of Rainbow SPARX, there were significant reductions on anxiety on the self-rated Spence Children's Anxiety Scale from pre- to post-intervention.
“In the open trial of Rainbow SPARX there were signif icant reductions on the CDRS-R, RADS-II and the MFQ, as well as anxiety on the self-rated Spence Children's Anxiety Scale from pre-to post-intervention (Lucassen et al., 2013).”
Quote in the paperNot a substantial claim - Findingcitation
In the open trial of Rainbow SPARX, there were significant reductions on the RADS-II from pre- to post-intervention.
“In the open trial of Rainbow SPARX there were signif icant reductions on the CDRS-R, RADS-II and the MFQ, as well as anxiety on the self-rated Spence Children's Anxiety Scale from pre-to post-intervention (Lucassen et al., 2013).”
Quote in the paperNot a substantial claim - Findingcitation
When compared with a waitlist control in students in alternative education settings, SPARX resulted in significantly higher rates of remission.
“When compared with a waitlist control in students in alternative education settings, SPARX resulted in signifi cantly greater reductions in depression on the CDRS-R, and on RADS-II, as well as signifi cantly higher rates of remission.However, there were no signifi cant differences between groups on anxiety or other measures of psychological functioning (Fleming et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
In the CCT of Think Feel Do, those who received the intervention had significantly improved scores on the total anxiety score of the self-rated Spence Children's Anxiety Scale.
“Those who re-ceived the intervention had signifi cantly improved scores on the total anxiety score of the self-rated Spence Children's Anxiety Scale, as well as on social phobia and generalised anxiety subscales but no signifi cant improvements on parent-rated anxiety or on the parent-rated Strengths and Diffi culties Questionnaire (Attwood et al., 2012).”
Quote in the paperNot a substantial claim - Findingcitation
In the open trial of Rainbow SPARX, there were significant reductions on the MFQ from pre- to post-intervention.
“In the open trial of Rainbow SPARX there were signif icant reductions on the CDRS-R, RADS-II and the MFQ, as well as anxiety on the self-rated Spence Children's Anxiety Scale from pre-to post-intervention (Lucassen et al., 2013).”
Quote in the paperNot a substantial claim - Findingcitation
In the largest RCT included in this review, SPARX was shown to be as effective as treatment as usual in reducing clinician-rated depression on the Children's Depression Rating Scale-Revised (CDRS-R).
“In the largest RCT included in this review, SPARX was shown to be as effective as treatment as usual in reducing clinician-rated depression on the Children's Depression Rating Scale-Revised (CDRS-R), on self-report depression symptoms measured on the Reynolds Adolescent Depression Scale-Revised Edition (RADS-II) and on the Moods and Feelings Questionnaire (MFQ), with signifi cantly higher”
Quote in the paperSubstantial claim - Findingcitation
In an RCT, those who received The Journey did not have significantly greater reductions in self-report depression symptoms measured on the RADS-II compared with a psycho-educational computer program.
“The Journey was compared with a psycho-educational computer program in an RCT and those who received the intervention had signifi cantly greater reductions in clinician-rated depression on the CDRS-R but not on self-report depression symptoms measured on the RADS-II (Stasiak et al., 2012).”
Quote in the paperNot a substantial claim - Findingnone given
Study drop-outs but not adherence data were reported in the studies of gNats Island, Journey to the Wild Divine and Freeze Framer.
“Study drop-outs but not adherence data were reported in the studies of gNats Island Journey to the Wild Divine and Freeze Framer.”
Quote in the paperNot a substantial claim - Findingcitation
In the open trial of Think Feel Do, participants demonstrated significant improvements in generalized anxiety on the self-rated Spence Children's Anxiety Scale.
“In the open trial of Think Feel Do reported by Attwood et al. (2012), participants demonstrated signifi cant improvements in depression on the self-rated Adolescent Wellbeing Scale, the generalized anxiety subscale on the self-rated Spence Children's Anxiety Scale and in self-esteem on the Rosenberg Self Esteem Scale.”
Quote in the paperNot a substantial claim - Findingcitation
In the CCT of Journey to the Wild Divine and Freeze Framer, there were significant post-intervention differences between those who received the intervention and those in the waitlist control group on anxiety measured by the self-report Multidimensional Anxiety Scale for Children.
“In the CCT of Journey to the Wild Divine and Freeze Framer, there were significant post-intervention differences between those who received the intervention and those who were in the waitlist control group on depression measured on the self-report Children's Depression Inventory as well as on anxiety measured by the self-report Multidimensional Anxiety Scale for Children (Knox et al., 2011).”
Quote in the paperNot a substantial claim - Findingcitation
When compared with a waitlist control in students in alternative education settings, there were no significant differences between groups on anxiety or other measures of psychological functioning.
“When compared with a waitlist control in students in alternative education settings, SPARX resulted in signifi cantly greater reductions in depression on the CDRS-R, and on RADS-II, as well as signifi cantly higher rates of remission.However, there were no signifi cant differences between groups on anxiety or other measures of psychological functioning (Fleming et al., 2012).”
Quote in the paperNot a substantial claim - Findingnone given
Most studies did not include analysis of program content or detailed user feedback on program design.
“Most studies did not include analysis of program content or detailed user feedback on program design.”
Quote in the paperNot a substantial claim - Findingcitation
There has been little investigation of important questions such as the effects of serious gaming interventions on existing consumer-therapist relationships, health service utilisation, equity of access to care and consumer perspectives.
“However the fi eld is relatively new, and there has been little investigation of important questions such as the effects of serious gaming interventions on existing consumer-therapist relationships, health service utilisation, equity of access to care and consumer perspectives (Murray et al., 2005;Stinson et al., 2009).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Murray et al., 2005
Not checked in the free run.
- cites Stinson et al., 2009
Not checked in the free run.
- Findingown data
Eight of the included studies investigate a tool for children or adolescents with depression or current symptoms.
“Eight of the studies investigate the use of a tool for children or adolescents with depression or current symptoms.”
Quote in the paperNot a substantial claim - Findingnone given
The literature regarding serious gaming is at an early stage.
“The literature regarding serious gaming is at an early stage.”
Quote in the paperNot a substantial claim - Findingnone given
ReachOutCentral was tested with an unselected sample (participants did not need to have symptoms).
“ReachOutCentral was tested with an unselected sample (participants did not need to have symptoms)”
Quote in the paperSubstantial claim - Findingown data
No included programs were smartphone-based.
“No programs were smartphone-based”
Quote in the paperSubstantial claim - Findingown data
The review identified nine studies of six computerised interventions for depression that use gaming as a key component.
“In this systematic review, we have identifi ed nine studies of six computerised interventions for depression which utilise gaming as a key component.”
Quote in the paperSubstantial claim - Findingnone given
Many of the programs described (with the exception of ReachOutCentral, and, to those with New Zealand IP addresses, SPARX) are not available outside of research settings.
“Many of the programs described (with the exception of ReachOutCentral, and, to those with New Zealand IP addresses, SPARX) are not available outside of research settings.”
Quote in the paperSubstantial claim - Findingreasoning
At present the literature on serious gaming for depression is very limited.
“however at present this literature is very limited.”
Quote in the paperSubstantial claim - Findingnone given
All included interventions focused on children, adolescents or young people (aged 9 to 25 years).
“All included interventions focused on children, adolescents or young people (aged 9 to 25 years).”
Quote in the paperSubstantial claim - Findingcitation
The average player used ReachOutCentral for one to two sessions.
“the average player used it for one to two sessions”
Quote in the paperNot a substantial claim - Findingown data
There were few notable changes in outcomes for ReachOutCentral.
“there were few notable changes in outcomes.”
Quote in the paperNot a substantial claim - Findingcitation
The remaining included study is of ReachOutCentral (Shandley et al., 2010), an online program where users play the part of a new young person in town.
“The remaining study is of ReachOutCentral (Shandley et al., 2010), an online program where users play the part of a new young person in town.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Shandley et al., 2010
Not checked in the free run.
- Findingnone given
Available data regarding adherence and impact is very limited.
“Available data regarding adherence and impact is very limited”
Quote in the paperSubstantial claim - Premisecitation
Attrition (non-completion) rates for computerised therapies have been shown to range from 2 to 83%.
“Attrition (non-completion) rates have been shown to range from 2 to 83% (Melville, Casey, & Kavanagh, 2010;Richards et al., 2012;So et al., 2013).”
Quote in the paperSubstantial claim0 of 3 sources checked- cites Melville et al., 2010
Not checked in the free run.
- cites Richards et al., 2012
Not checked in the free run.
- cites So et al., 2013
Not checked in the free run.
- Interpretationreasoning
The evidence for serious gaming interventions for depression is currently very limited.
“Serious gaming interventions show promise for depression, however evidence is currently very limited.”
Quote in the paperSubstantial claim - Premisecitation
CCBT programs are acceptable to the adult population.
“and acceptable to the adult population (Gun, Titov, & Andrews, 2011).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Gun et al., 2011
Not checked in the free run.
- Interpretationreasoning
Serious gaming interventions show promise for depression.
“Serious gaming interventions show promise for depression, however evidence is currently very limited.”
Quote in the paperSubstantial claim - Premisecitation
Growing evidence suggests that CCBT programs can be effective at reducing symptoms of depression and anxiety for young people.
“While less research has focused on children and adolescents, growing evidence suggests that CCBT programs can be effective at reducing symptoms of depression and anxiety for young people (Calear, & Christensen, 2010;Richardson, Stallard, & Velleman, 2010).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Calear & Christensen, 2010
Not checked in the free run.
- cites Richardson et al., 2010
Not checked in the free run.
- Premisecitation
Rehearsal and feedback has been shown to enhance locus of control and self-efficacy.
“and has been shown to enhance locus of control and self-effi cacy (Goh, Ang, & Tan, 2008).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Goh et al., 2008
Not checked in the free run.
- Premisecitation
A therapeutic relationship appears to be a critical 'active ingredient' in face-to-face models of therapy.
“Firstly, a therapeutic relationship appears to be a critical 'active ingredient' in face-to-face models of therapy (Weisz, McCarty, & Valeri, 2006)”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Weisz et al., 2006
Not checked in the free run.
- Premisecitation
Increased human contact in conjunction with an online intervention has been the main change proposed to increase adherence.
“Secondly, increased human contact in conjunction with an online intervention has been the main change proposed to increase adherence (Christensen, Reynolds, & Griffi ths, 2011;Newman et al., 2011;Richards et al., 2012).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites Christensen et al., 2011
Not checked in the free run.
- cites Newman et al., 2011
Not checked in the free run.
- cites Richards et al., 2012
Not checked in the free run.
- Premisecitation
Participants who may be particularly sensitive to criticism or rejection are able to acquire and rehearse skills in a non-threatening context where choices are associated with clear outcomes.
“Participants who may be particularly sensitive to criticism or rejection are able to acquire and rehearse skills in a non-threatening context where choices are associated with clear outcomes (Read, & Shortell, 2011).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Read & Shortell, 2011
Not checked in the free run.
- Premisecitation
Rehearsal and feedback can be an effective tool for behaviour change.
“This rehearsal and feedback can be an effective tool for behaviour change (Read et al., 2011)”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Read et al., 2011
Not checked in the free run.
- Interpretationreasoning
There is sufficient evidence to demonstrate that it is possible to develop game-based interventions to deal with depression.
“there is sufficient evidence to demonstrate that it is possible to develop game-based interventions to deal with the serious issue of depression”
Quote in the paperSubstantial claim - Study design and conductreasoning
The lack of definitive detail and the limited nature of the trials does not allow meta-analysis at this time.
“The lack of defi nitive detail and the limited nature of the trials does not allow meta-analysis at this time.”
Quote in the paperSubstantial claim - Interpretationreasoning
Programs aimed at those with symptoms appear likely to reduce symptoms of depression.
“the programs aimed at those with symptoms appear to be likely to reduce symptoms of depression”
Quote in the paperSubstantial claim - Premisecitation
Existing literature has demonstrated that computerised interventions for depression can be effective.
“Existing literature has demonstrated that computerised interventions for depression can be effective”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Spek et al., 2007
Not checked in the free run.
- cites Richards et al., 2012
Not checked in the free run.
- Interpretationreasoning
Users report favourably on game-based interventions for depression.
“users report favourably on them.”
Quote in the paperNot a substantial claim - Interpretationreasoning
Young people appear willing to try game-based interventions for depression.
“it appears that young people are willing to try these”
Quote in the paperNot a substantial claim - Interpretationown data
This review indicates that serious gaming might also be of use for depression.
“This review indicates that serious gaming might also be of use for depression”
Quote in the paperSubstantial claim - Premisecitation
Adherence to computerised interventions for depression is enhanced with therapist or paraprofessional support.
“and that adherence is enhanced with therapist or paraprofessional support (Spek et al., 2007;Richards et al., 2012).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Spek et al., 2007
Not checked in the free run.
- cites Richards et al., 2012
Not checked in the free run.
- Premisecitation
Existing evidence shows that serious games can lead to improvements in diverse social, behavioural and clinical outcomes.
“Existing evidence shows that serious games can lead to improvements in diverse social, behavioural and clinical outcomes (Murray et al., 2005;Spek et al., 2007;Stinson et al., 2009).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites Murray et al., 2005
Not checked in the free run.
- cites Spek et al., 2007
Not checked in the free run.
- cites Stinson et al., 2009
Not checked in the free run.
- Study design and conductreasoning
These limitations preclude meaningful data synthesis at this time.
“These limitations preclude meaningful data synthesis at this time.”
Quote in the paperSubstantial claim - Interpretationnone given
The current data suggest that young people are willing to try serious games for depression.
“and that young people are willing to try them.”
Quote in the paperSubstantial claim - Interpretationown data
Available data regarding adherence and impact is promising.
“but is promising.”
Quote in the paperSubstantial claim - Interpretationown data
The current data suggest that it is possible to develop serious games for depression.
“The current data suggest that it is possible to develop serious games for depression”
Quote in the paperSubstantial claim
- May combine two claims. 23
- Classified as probably not a substantial claim. 30
May combine two claims.
Findingown dataMost included studies reported promising results with some positive impact on depression.
“Most reported promising results with some positive impact on depression although one universal program had mixed results.”
Quote in the paperSubstantial claimMay combine two claims.
FindingcitationThe open trial of ReachOutCentral enrolled 266 participants and obtained outcome data for 154.
“Similarly, the open trials were small, all with fewer than 21 participants except in the open trial of ReachOutCentral (Shandley et al., 2010), which enrolled 266 participants and obtained outcome data for 154 of these.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataReachOutCentral was tested with 18 to 25 year olds.
“Eight studies focused on children and or adolescents (aged 9 to 19 years); while ReachOutCentral was tested with 18 to 25 year olds.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe open trials were small, all with fewer than 21 participants except the open trial of ReachOutCentral.
“Similarly, the open trials were small, all with fewer than 21 participants except in the open trial of ReachOutCentral (Shandley et al., 2010), which enrolled 266 participants and obtained outcome data for 154 of these.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationIn the CCT of Think Feel Do, there were no significant improvements on parent-rated anxiety or on the parent-rated Strengths and Difficulties Questionnaire.
“Those who re-ceived the intervention had signifi cantly improved scores on the total anxiety score of the self-rated Spence Children's Anxiety Scale, as well as on social phobia and generalised anxiety subscales but no signifi cant improvements on parent-rated anxiety or on the parent-rated Strengths and Diffi culties Questionnaire (Attwood et al., 2012).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
FindingcitationIn study two, gNat Island had a positive impact but no outcome measurement is described.
“Coyle et al. (2011), reported no outcome data but stated that in study one there were some improvements in Child Behaviour Checklist (CBCL) scores but not Youth Self Report (YSR) scores and in study two that gNat Island had a positive impact but no outcome measurement is described (Coyle et al., 2011).”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationIn the trial of ReachOutCentral, there were significant improvements in resiliency for females, but not for males.
“The authors did report that there were signifi cant improvements in resiliency for females, but not for males.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenAll of the studies had some measure of satisfaction, with at least moderate ratings for all the programs.
“All of the studies had some measure of satisfaction, with at least moderate ratings for all the programs.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationCoyle et al. (2011) reported no outcome data but stated that in study one there were some improvements in Child Behaviour Checklist (CBCL) scores but not Youth Self Report (YSR) scores.
“Coyle et al. (2011), reported no outcome data but stated that in study one there were some improvements in Child Behaviour Checklist (CBCL) scores but not Youth Self Report (YSR) scores and in study two that gNat Island had a positive impact but no outcome measurement is described (Coyle et al., 2011).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
FindingcitationOn average females spent a total of 91 minutes over 1.6 sessions on ReachOutCentral.
“On average females spent a total of 91 minutes over 1.6 sessions on ReachOutCentral and males spent 69 minutes over 1.5 sessions (Shandley et al., 2010).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataIn the RCT by Stallard et al., only within-group analyses were undertaken so it is not clear if there were significant differences between groups across the outcome measures.
“In the RCT by Stallard et al. (2011), while young people were randomised to Think Feel Do or a waitlist control, only within-group analyses were undertaken so it is not clear if there were signifi cant differences between groups across the outcome measures.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenStudies are generally small and interventions are heterogeneous.
“Studies are generally small and interventions are heterogeneous.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Findingnone givenOptimal gaming components and design elements have yet to be explored.
“Further, optimal gaming components and design elements have yet to be explored.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Findingnone givenWhether serious gaming might increase uptake of computerised therapies or increase adherence to them has not yet been tested.
“Whether serious gaming might increase uptake of computerised therapies or increase adherence to them has not yet been tested.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenMost included studies provided very little program description and programs cannot be accessed easily for review.
“Most studies provided very little program description and programs cannot be accessed easily for review.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Findingnone givenWhether serious gaming might also have negative effects is unknown.
“Whether serious gaming might also have negative effects is also unknown.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAll included studies were carried out by persons involved in the development of the intervention, and all but one (Merry et al., 2012) are small trials.
“However, all have been carried out by persons involved in the development of the intervention and all but one (Merry et al., 2012) are small trials.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Merry et al., 2012
Not checked in the free run.
May combine two claims.
Findingown dataIn most included studies, the game is played on a computer and involves a fantasy world in which the user undertakes a virtual journey while learning real-life skills.
“In most of these cases, the game is played on a computer and involves a fantasy world in which the user undertakes a virtual journey as they learn real life skills.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Findingnone givenWe are at the beginning of exploring how serious games might impact on depression.
“We are at the beginning of exploring how serious games might impact on depression.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Findingnone givenIt has been difficult to find out much information about the content of the interventions.
“It has been diffi cult to fi nd out much information about the content of the interventions.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSerious games have been effective for improving knowledge and adherence to treatment in conditions such as asthma, diabetes and cancer.
“Serious games have been effective for improving knowledge and adherence to treatment in conditions such as asthma, diabetes and cancer (Murray, Burns, See, Lai, & Nazareth, 2005;Stinson, Wilson, Gill, Yamada, & Holt, 2009).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Murray et al., 2005
Not checked in the free run.
- cites Stinson et al., 2009
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationNICE guidelines currently recommend the use of CCBT for anxiety and depression as part of a stepped-care approach.
“The National Institute for Clinical Excellence (NICE) guidelines currently recommend the use of CCBT for anxiety and depression as part of a stepped-care approach (NICE, 2009).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites NICE, 2009
Not checked in the free run.
May combine two claims.
PremisecitationCCBT programs are promising or effective for the treatment of depression.
“Systematic reviews have found CCBT programs to be promising or effective for the treatment of depression (Hedman, Ljotsson, & Lindefors, 2012;Newman, Szkodny, Llera, & Przeworski, 2011;Richards, & Richardson, 2012)”
Quote in the paperSubstantial claim0 of 3 sources checked- cites Hedman et al., 2012
Not checked in the free run.
- cites Newman et al., 2011
Not checked in the free run.
- cites Richards & Richardson, 2012
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSocial Learning Theory describes the importance of learning from others who are credible and likeable.
“Social Learning Theory describes the importance of learning from others who are credible and likeable (Baranowski, Buday, Thompson, & Baranowski, 2008)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Baranowski et al., 2008
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe combination of a narrative within games, together with clear learning objectives can facilitate deep learning.
“The combination of a narrative within games, together with clear learning objectives can facilitate deep learning (Dondlinger, 2007).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Dondlinger, 2007
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationWell-designed computer games have multiple benefits including increased motivation for learning, improved attention and problem solving, and increased social engagement.
“Well-designed computer games have been shown to have multiple benefi ts including increased motivation for learning, improved attention and problem solving, and increased social engagement (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012;Papastergiou, 2009)”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Connolly et al., 2012
Not checked in the free run.
- cites Papastergiou, 2009
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationVisual imagery and immersion may promote understanding of abstract concepts and improve retention.
“Visual imagery and immersion may promote understanding of abstract concepts and improve retention (Andrews, 2011;Salzman, Dede, & Loftin, 1999).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Andrews, 2011
Not checked in the free run.
- cites Salzman et al., 1999
Not checked in the free run.
May combine two claims.
PremisecitationConnolly et al. (2012) reviewed empirical evidence on serious games and Primack et al. (2012) reviewed video games for health-related outcomes, however neither identified any games for depression.
“Connolly et al. (2012) reviewed empirical evidence on serious games and Primack et al. (2012) reviewed video games for health-related outcomes, however neither identifi ed any games for depression.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Connolly et al., 2012
Not checked in the free run.
- cites Primack et al., 2012
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenTitles and abstracts were searched by one of three authors to exclude studies that obviously did not meet the inclusion criteria.
“Titles and abstracts were searched by one of three authors to exclude studies that obviously did not meet the inclusion criteria.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataSix authors extracted data into a data extraction form that had been piloted with one paper.
“Six authors extracted data into a data extraction form that had been piloted with one paper.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenA seventh author checked this data extraction and resolved any anomalies, inconsistencies or queries with regard to this information with the other authors.
“A seventh author (SH) checked this data extraction and resolved any anomalies, inconsistencies or queries with regard to this information with the other authors.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenFull text articles of studies that appeared relevant or possibly relevant for inclusion were requested and inspected independently by two of six authors with disagreements resolved by discussion.
“Full text articles of studies that appeared relevant or possibly relevant for inclusion were requested and inspected independently by two of six authors with disagreements resolved by discussion.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningThis limitation does not reflect the diverse population of game users.
“This limitation does not refl ect the diverse population of game users.”
Quote in the paperNot a substantial claim- Rests on an assumption: Games are now popular among many age groups.
- Rests on an assumption: Young people have led the uptake of computerised games.
Classified as probably not a substantial claim. May combine two claims.
Study design and conductnone givenInconsistent terms used to describe the aims or purpose of computerised programs targeting users with depression and the lack of a consistent nomenclature for serious gaming added complexity in defining included and excluded studies for this review.
“Inconsistent terms used to describe the aims or purpose of computerised programs targeting users with depression and the lack of a consistent nomenclature for serious gaming added complexity in defi ning included and excluded studies for this review.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSerious gaming can add features of play, mystery and narrative.
“Serious gaming can add features of play, mystery and narrative (Klopfer, Osterweil, & Salen, 2009).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Klopfer, Osterweil, & Salen, 2009
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationSerious gaming may be valuable in increasing immersion and can allow the use of visual metaphor and egocentric as well as exocentric learning perspectives.
“Serious gaming may be valuable in increasing immersion and can allow the use of visual metaphor and egocentric as well as exocentric learning perspectives (Dede, 2009;Dondlinger, 2007).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Dede, 2009
Not checked in the free run.
- cites Dondlinger, 2007
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningThe finding that many included interventions are delivered via technology such as CD-ROM highlights the important issue of time-lag from program development to published peer-reviewed findings and dissemination.
“The fi nding that many of the included interventions are delivered via technology such as CD-ROM highlights the important issue of time-lag from program development to published peer-reviewed fi ndings and dissemination.”
Quote in the paperNot a substantial claim- Rests on an assumption: CD-ROMs are rapidly dating and cannot be utilised on many devices.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationModels for rapid development, testing and dissemination systems for evidence-based mental health interventions have been proposed.
“Models for such systems have been proposed (Glasgow, Phillips, & Sanchez, 2013).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Glasgow, Phillips, & Sanchez, 2013
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe Playmancer project has developed physical fitness and movement based programs for older people.
“the Playmancer project has developed physical fi tness and movement based programs for older people (Kalapanidas et al., 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Kalapanidas et al., 2010
Not checked in the free run.
May combine two claims.
InterpretationreasoningOverall, the included studies had promising findings in terms of adherence (when reported) and impact on symptoms.
“Overall there were promising fi ndings in terms of adherence (when reported) and in terms of impact on symptoms.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationComputer gaming programs have been used for cognitive decline among older persons.
“Computer gaming programs have been used for cognitive decline among older persons (Lim, & Chun, 2013)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lim, & Chun, 2013
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe review authors made thoughtful judgments about inclusion criteria and were explicit about these.
“We have endeavored to make thoughtful judgments about inclusion criteria and have been explicit about these.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductreasoningThese various limitations mean that the review can only make very tentative conclusions about the possible appeal and impact of serious games for depression.
“These various limitations mean that we can only make very tentative conclusions about the possible appeal and impact of serious games for depression.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningIt is likely that there is no universal method that will suit all problems and goals of treatment, or all ways that people wish to access help.
“As the medium by which we can communicate broadens, it is likely that there is no universal method that will suit all problems and goals of treatment, or the all ways that people wish to access help.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe review explored only peer-reviewed literature regarding serious games for depression.
“We have explored only peer-reviewed literature regarding serious games for depression.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
A large and increasing proportion of internet access is via smartphones.
“even though a large and increasing proportion of internet access is via smartphones.”
The paper relies on this without support.
CD-ROMs are rapidly dating and cannot be utilised on many devices.
“The CD-ROM is rapidly dating and cannot be utilised on many devices.”
The paper relies on this without support.
Games are now popular among many age groups.
“While young people have led the uptake of computerised games, games are now popular among many age groups.”
The paper relies on this without support.
Young people have led the uptake of computerised games.
“While young people have led the uptake of computerised games, games are now popular among many age groups.”
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?
Gaming interventions have shown promising results in the area of depression prevention and treatment.
“gaming interventions have shown promising results in the area of depression prevention and treatment (Fleming et al., 2014, Li et al., 2014).”
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 Fleming et al., 2014
The review by Fleming et al. was not confined to RCTs.
“This review was not confined to RCTs.”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [83]
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).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [83]
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Consistentz = -2.09reported p < .05 · recomputed p = .037
“(Z=-2.09, p < .05”
- ConsistentF(2, 23) = 9.39reported p = .001 · recomputed p = .001
“F(2,23)=9.39, p = .001”
- ConsistentF(1, 264) = 11.89reported p = 0 · recomputed p < .001
“F(1,264)=11.89, p = .00”
- ConsistentF(1, 177) = 15.51reported p = 0 · recomputed p < .001
“F(1,177)=15.51, p = .00”
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.
SPARX RADS-II result is called significant despite p=.052
MajorThe text says SPARX produced a significantly greater reduction on the RADS-II, but Table 2 gives p=.052 for that result, above the .05 significance threshold used elsewhere in the paper.
“SPARX resulted in signifi cantly greater reductions in depression on the CDRS-R, and on RADS-II, as well as signifi cantly higher rates of remission.”
“| | | Remission | those using SPARX (F=4.13, p=.052) |”
Only four controlled trials had sample sizes below 34
MinorTable 1 lists the controlled-trial sample sizes as 22, 20, 187, 32, 34 and 30. Four, not five, are below 34; The Journey trial had exactly 34 participants.
“The RCTs and CCTs were generally small; fi ve had a sample size less than 34; one RCT of SPARX (Merry et al., 2012) included a sample size of 187.”
“| Stasiak et | The Journey | RCT (vs AP) | 34 | 13 to 18 | Self-referred to school counsellor |”
Rainbow SPARX open trial had 21 participants, not fewer than 21
MinorThe text says every open trial other than ReachOutCentral had fewer than 21 participants, whereas Table 1 lists 21 for the Rainbow SPARX open trial.
“the open trials were small, all with fewer than 21 participants except in the open trial of ReachOutCentral”
“| Lucassen | SPARX-Rainbow Open Trial | 21 | 13 to 19 | Recruited from youth organisation | |”
Cites
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Digital Natives, Digital Immigrants Part 1
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“For the purposes of this analysis, we included interventions which utilise elements of gaming (Prensky, 2001) as an integral and primary method for achieving their purpose.”
BackgroundMethodInfluentialLiberati, A., Altman, D. G., Tetzlaff, J., Mulrow, C., Gøtzsche, P. C., Ioannidis, J. P. A., Clarke, M., Devereaux, P. J., Kleijnen, J., & Moher, D. (2009) · Annals of Internal Medicine · doi:10.7326/0003-4819-151-4-200908180-00136 · Cited by 10,349 · see citing works
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A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890 · cited 1× · see citing works
“Connolly et al. (2012) reviewed empirical evidence on serious games and Primack et al. (2012) reviewed video games for health-related outcomes, however neither identifi ed any games for depression.”
BackgroundGlobal burden of depressive disorders in the year 2000
Üstün, T. B., Ayuso-Mateos, J. L., Chatterji, S., Mathers, C., & Murray, C. J. L. (2004) · British Journal of Psychiatry · doi:10.1192/bjp.184.5.386 · Cited by 1,735 · see citing works
Immersive Interfaces for Engagement and Learning
Dede, C. (2009) · Science · doi:10.1126/science.1167311 · Cited by 1,707 · cited 2× · see citing works
“The content utilises a ‘bicentric frame of reference’ (Dede, 2009) whereby the user meets a virtual ‘Guide’ who talks to them directly about depression and application of skills learned in the ‘game world’ to their life.”
BackgroundInternet-based cognitive behaviour therapy for symptoms of depression and anxiety: A meta-analysis
SPEK, V., CUIJPERS, P., NYKLÍČEK, I., RIPER, H., KEYZER, J., & POP, V. (2007) · Psychological Medicine · doi:10.1017/s0033291706008944 · Cited by 1,586 · cited 2× · see citing works
“Existing literature has demonstrated that computerised interventions for depression can be effective and that adherence is enhanced with therapist or paraprofessional support (Spek et al., 2007; Richards et al., 2012).”
BackgroundSize and burden of mental disorders in Europe—a critical review and appraisal of 27 studies
Wittchen, H.-U., & Jacobi, F. (2005) · European Neuropsychopharmacology · doi:10.1016/j.euroneuro.2005.04.012 · Cited by 1,503 · see citing works
Computer-based psychological treatments for depression: A systematic review and meta-analysis
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Effects of psychotherapy for depression in children and adolescents: A meta-analysis
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Delivering interventions for depression by using the internet: randomised controlled trial
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Mapping learning and game mechanics for serious games analysis
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & Gloria, A. D. (2014) · British Journal of Educational Technology · doi:10.1111/bjet.12113 · Cited by 895 · cited 2× · see citing works
“19 (3), 217-242 features which utilise these features for purposes such as learning or health (Arnab et al., 2014).”
BackgroundInteractive Health Communication Applications for people with chronic disease
Murray, E., Burns, J., See Tai, S., Lai, R., & Nazareth, I. (2005) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd004274.pub4 · Cited by 722 · cited 3× · see citing works
“However the fi eld is relatively new, and there has been little investigation of important questions such as the effects of serious gaming interventions on existing consumer-therapist relationships, health service utilisation, equity of access to care and consumer perspectives (Murray et al., 2005; Stinson et al., 200…”
BackgroundMerry, S. N., Stasiak, K., Shepherd, M., Frampton, C., Fleming, T., & Lucassen, M. F. G. (2012) · BMJ · doi:10.1136/bmj.e2598 · Cited by 716 · cited 10× · see citing works
“As the focus shifts to increasing participation and engagement with online interventions, recent research (Merry et al., 2012; Shandley, Austin, Klein, & Kyrios, 2010) has begun to explore the potential contribution of gaming in mental health interventions.”
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“Well-designed computer games have been shown to have multiple benefi ts including increased motivation for learning, improved attention and problem solving, and increased social engagement (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Papastergiou, 2009) ‘Serious games’ are games or programs with gaming”
BackgroundDropout from Internet‐based treatment for psychological disorders
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Educational Video Game Design: A Review of the Literature
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“Secondly, increased human contact in conjunction with an online intervention has been the main change proposed to increase adherence (Christensen, Reynolds, & Griffi ths, 2011; Newman et al., 2011; Richards et al., 2012).”
BackgroundRichardson, T., Stallard, P., & Velleman, S. (2010) · Clinical Child and Family Psychology Review · doi:10.1007/s10567-010-0069-9 · Cited by 272 · see citing works
Fleming, T., Dixon, R., Frampton, C., & Merry, S. (2012) · Behavioural and Cognitive Psychotherapy · doi:10.1017/s1352465811000695 · Cited by 255 · cited 10× · see citing works
“, 2012), via alternative high schools in one study (Fleming et al., 2012), and via school counsellors or primary health care in one study (Merry et al.”
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Stinson, J., Wilson, R., Gill, N., Yamada, J., & Holt, J. (2009) · Journal of Pediatric Psychology · doi:10.1093/jpepsy/jsn115 · Cited by 238 · cited 2× · see citing works
“…new, and there has been little investigation of important questions such as the effects of serious gaming interventions on existing consumer-therapist relationships, health service utilisation, equity of access to care and consumer perspectives (Murray et al., 2005; Stinson et al., 2009).”
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Serious games continuum: Between games for purpose and experiential environments for purpose
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“However, not all of these elements are present in every game (Marsh, 2011).”
BackgroundDonkin, L., Hickie, I. B., Christensen, H., Naismith, S. L., Neal, B., Cockayne, N. L., & Glozier, N. (2013) · Journal of Medical Internet Research · doi:10.2196/jmir.2771 · Cited by 193 · cited 1× · see citing works
“Such rates may not be dissimilar to face-to-face therapy, and concepts of dose may require reassessment (Donkin et al., 2013), but these fi ndings are disappointing.”
BackgroundAcceptability of Internet Treatment of Anxiety and Depression
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Implementation science approaches for integrating eHealth research into practice and policy
Glasgow, R. E., Phillips, S. M., & Sanchez, M. A. (2013) · International Journal of Medical Informatics · doi:10.1016/j.ijmedinf.2013.07.002 · Cited by 155 · see citing works
So, M., Yamaguchi, S., Hashimoto, S., Sado, M., Furukawa, T. A., & McCrone, P. (2013) · BMC Psychiatry · doi:10.1186/1471-244x-13-113 · Cited by 129 · cited 1× · see citing works
“Attrition (non-completion) rates have been shown to range from 2 to 83% (Melville, Casey, & Kavanagh, 2010;Richards et al., 2012;So et al., 2013).”
BackgroundStallard, P., Richardson, T., Velleman, S., & Attwood, M. (2011) · Behavioural and Cognitive Psychotherapy · doi:10.1017/s135246581000086x · Cited by 118 · cited 12× · see citing works
“A study from the same group reported an RCT of this program (Stallard et al., 2011).”
BackgroundMethodResultInfluentialInteractive Games to Promote Behavior Change in Prevention and Treatment
Read, J. L. (2011) · JAMA · doi:10.1001/jama.2011.408 · Cited by 112 · see citing works
Interactive Health Communication Applications for people with chronic disease
Murray, E., Burns, J., Tai, S. S., Lai, R., & Nazareth, I. (2004) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd004274.pub3 · Cited by 112 · see citing works
Goh, D. H., Ang, R. P.-H., & Tan, H. C. (2008) · Computers in Human Behavior · doi:10.1016/j.chb.2007.10.007 · Cited by 109 · see citing works
Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents
Coyle, D., McGlade, N., Doherty, G. J., & O’Reilly, G. (2011) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1978942.1979378 · Cited by 109 · cited 14× · see citing works
“The fi nal two studies each described an open trial: gNat Island (Coyle et al., 2011) and ReachOutCentral (Shandley et al.”
BackgroundResultInfluentialShandley, K., Austin, D., Klein, B., & Kyrios, M. (2010) · Health Education Research · doi:10.1093/her/cyq002 · Cited by 108 · cited 10× · see citing works
“The fi nal two studies each described an open trial: gNat Island (Coyle et al., 2011) and ReachOutCentral (Shandley et al., 2010).”
BackgroundMethodInfluentialProudfoot, J., Swain, S., Widmer, S., Watkins, E., Goldberg, D., Marks, I., Mann, A., & Gray, J. A. (2003) · Computers in Human Behavior · doi:10.1016/s0747-5632(02)00062-6 · Cited by 91 · cited 1× · see citing works
“There are some computerised therapies for depression that are widely available such as MoodGYM (Christensen, Griffi ths, & Jorm, 2004), and Beating the Blues (Proudfoot et al., 2003).”
MethodGame-based biofeedback for paediatric anxiety and depression.
Knox, M. S., Lentini, J. A., Cummings, T. M., McGrady, A. V., Whearty, K., & Sancrant, L. (2011) · PubMed Central · Cited by 78 · see citing works
Christensen, H. M., Reynolds, J., & Griffiths, K. M. (2011) · Early Intervention in Psychiatry · doi:10.1111/j.1751-7893.2010.00242.x · Cited by 70 · see citing works
Fleming, T. M., Dixon, R., & Merry, S. (2012) · Advances in Mental Health · doi:10.5172/jamh.2011.10.2.195 · Cited by 57 · cited 7× · see citing works
“…were recruited via schools or school guidance counsellors in three studies, (Attwood et al., 2012; Lucassen et al., 2013; Stasiak et al., 2012), via alternative high schools in one study (Fleming et al., 2012), and via school counsellors or primary health care in one study (Merry et al., 2012).”
BackgroundMethodInfluentialSelf-citationÁlvarez, L. M., Sotres, J. F. C., León, S. O., Estrella, J., & Sosa, J. J. S. (2007) · Computers in Human Behavior · doi:10.1016/j.chb.2007.02.013 · Cited by 52 · see citing works
Immersive Interfaces for Engagement and Learning
Dinet, J., & Kitajima, M. (2018) · Virtual Reality International Conference · doi:10.1145/3234253.3234301 · Cited by 49 · see citing works
Lucassen, M. F. G., Hatcher, S., Stasiak, K., Fleming, T. M., Shepherd, M., & Merry, S. (2013) · Advances in Mental Health · doi:10.5172/jamh.2013.12.1.22 · Cited by 47 · cited 10× · see citing works
“Participants were recruited via schools or school guidance counsellors in three studies, (Attwood et al., 2012; Lucassen et al., 2013; Stasiak et al., 2012), via alternative high schools in one study (Fleming et al.”
BackgroundMethodInfluentialSelf-citationSalzman, M., Dede, C., & Loftin, R. B. (1999) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/302979.303141 · Cited by 46 · see citing works
Attwood, M., Meadows, S., Stallard, P. N., & Richardson, T. H. (2011) · Child and Adolescent Mental Health · doi:10.1111/j.1475-3588.2011.00627.x · Cited by 45 · cited 12× · see citing works
“Participants were recruited via schools or school guidance counsellors in three studies, (Attwood et al., 2012; Lucassen et al., 2013; Stasiak et al., 2012), via alternative high schools in one study (Fleming et al.”
BackgroundMethodInfluentialSerious Games for Psychological Health Education
Andrews, A. (2011) · Lecture notes in computer science · doi:10.1007/978-3-642-22024-1_1 · Cited by 31 · cited 2× · see citing works
“Visual imagery and immersion may promote understanding of abstract concepts and improve retention (Andrews, 2011; Salzman, Dede, & Loftin, 1999).”
BackgroundPlayMancer: Games for Health with Accessibility in Mind (*)
Konstantas, D., Kalapanidas, E., Davarakis, C. T., Fernández‐Aranda, F., Jiménez‐Múrcia, S., Kocsis, O., Ganchev, T. D., Haufmann, H., & Lam, T. (2009) · Communications & stratégies · Cited by 11 · see citing works
Playmancer: Games for Health with Accessibility in Mind
Kalapanidas, E., Fernández‐Aranda, F., Jiménez‐Múrcia, S., Kocsis, O., Ganchev, T. D., Kaufmann, H., & Davarakis, C. T. (2009) · Archive ouverte UNIGE (University of Geneva) · Cited by 10 · see citing works
The journey towards new generation e-therapy for adolescents with depression
Stasiak, K., Fleming, T. M., Lucassen, M. F. G., Shepherd, M., Doherty, I., & Merry, S. (2012) · Neuropsychiatrie de l Enfance et de l Adolescence · doi:10.1016/j.neurenf.2012.04.130 · Cited by 5 · cited 12× · see citing works
“Participants were recruited via schools or school guidance counsellors in three studies, (Attwood et al., 2012; Lucassen et al., 2013; Stasiak et al., 2012), via alternative high schools in one study (Fleming et al.”
BackgroundMethodInfluentialSelf-citationLucassen, M. F. G., Hatcher, S., Stasiak, K., Fleming, T. M., Shepherd, M., & Merry, S. (2013) · Advances in Mental Health · doi:10.5172/jamh.2013.4023 · Cited by 2 · see citing works
Self-citation
Flagged first, then by citations
Research works printed but not linked: 2
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- Wittgenstein, L., & Anscombe, G. (2009). Philosophical investigations: The German text with an English translation. P. Hacker & J. Schulte. Oxford UK: Wiley- Blackwell.
Cited by
Sorted by citations
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,126 · see citing works
Hollis, C., Falconer, C. J., Martin, J. L., Whittington, C., Stockton, S., Glazebrook, C., & Davies, E. B. (2017) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.12663 · Cited by 846 · see citing works
“, 2014; Seko, Kidd, Wiljer, & McKenzie, 2014), 12 systematic reviews (Ali, Farrer, Gulliver, & Griffiths, 2015; Calear & Christensen, 2010; Clarke, Kuosmanen, & Barry, 2015; Farrer et al., 2013; Fleming et al., 2014; Hailey, Roine, & Ohinmaa, 2008; Reyes-Portillo et al., 2014; Rice et al., 2014; Richardson, Stallard,…”
BackgroundInfluentialSerious Games and Gamification for Mental Health: Current Status and Promising Directions
Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., Lucassen, M., Lau, H. M., Pollmuller, B., & Hetrick, S. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00215 · Cited by 582 · see citing works
“(9) Systematic review of serious games for the treatment or prevention of depression Studies of computer games/serious games to treat or prevent depression.”
BackgroundInfluentialSelf-citationLau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00209 · Cited by 328 · see citing works
Self-citationHetrick, S. E., Cox, G., Witt, K., Bir, J. J., & Merry, S. (2016) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd003380.pub4 · Cited by 285 · see citing works
Self-citationYen, H., & Chiu, H. (2021) · Journal of the American Medical Directors Association · doi:10.1016/j.jamda.2021.03.009 · Cited by 248 · see citing works
Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift
Fleming, T. M., de Beurs, D., Khazaal, Y., Gaggioli, A., Riva, G., Botella, C., Baños, R. M., Aschieri, F., Bavin, L. M., Kleiboer, A., et al. (2016) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00065 · Cited by 212 · see citing works
““Serious games” are interventions that are games, or that utilize elements of gaming, as an integral and primary method for achieving a serious purpose, such as a health or educational goal (32).”
BackgroundSelf-citationRauschenberg, C., Schick, A., Hirjak, D., Seidler, A., Paetzold, I., Apfelbacher, C., Riedel-Heller, S. G., & Reininghaus, U. (2021) · Journal of Medical Internet Research · doi:10.2196/23365 · Cited by 205 · see citing works
Potential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety
Rasouli, S., Gupta, G., Nilsen, E. S., & Dautenhahn, K. (2022) · International Journal of Social Robotics · doi:10.1007/s12369-021-00851-0 · Cited by 151 · see citing works
Thabrew, H., Stasiak, K., Hetrick, S. E., Wong, S., Huss, J. H., & Merry, S. N. (2018) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd012489.pub2 · Cited by 141 · see citing works
“Computers may be preferable for some who are unable (e.g. those living in rural areas) or reluctant (e.g. many adolescents) to seek traditional face-to-face care (Fleming 2015).”
BackgroundMethodInfluentialSelf-citationIntegrating Health Behavior Theory and Design Elements in Serious Games
Cheek, C., Fleming, T., Lucassen, M. F., Bridgman, H., Stasiak, K., Shepherd, M., & Orpin, P. (2015) · JMIR Mental Health · doi:10.2196/mental.4133 · Cited by 95 · see citing works
“Most serious games for mental health issues that have been clinically tested are not publically available, and few describe the features of the game in any depth [11].”
Self-citationStigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
Cangas, A. J., Gómez, N. N., Aguilar-Parra, J. M., Ojeda-Castelo, J. J., Cangas, D., Piedra-Fernandez, J. A., & Gallego, J. (2017) · Frontiers in Psychology · doi:10.3389/fpsyg.2017.01385 · Cited by 103 · see citing works
“There are serious games for preventing and treating various psychological disorders, particularly depression and anxiety (Connolly et al., 2012; Fleming et al., 2014), but none exist which combine different psychiatric problems and also focus specifically on the issue of stigma.”
BackgroundSerious Games for Psychotherapy: A Systematic Review
Eichenberg, C., & Schott, M. (2017) · Games for Health Journal · doi:10.1089/g4h.2016.0068 · Cited by 97 · see citing works
“21 Included programs were partly therapist-guided interventions, and also stand-alone serious games.”
Therapeutic use of serious games in mental health: scoping review
Dewhirst, A. M., Laugharne, R. A., & Shankar, R. (2022) · BJPsych Open · doi:10.1192/bjo.2022.4 · Cited by 82 · see citing works
Gamifying CBT to deliver emotional health treatment to young people on smartphones
Christie, G. I., Shepherd, M., Merry, S. N., Hopkins, S., Knightly, S., & Stasiak, K. (2019) · Internet Interventions · doi:10.1016/j.invent.2019.100286 · Cited by 81 · see citing works
Self-citationDeveloping Digital Intervention Games for Mental Disorders: A Review
Shah, A., Kraemer, K. R., Won, C. R., Black, S., & Hasenbein, W. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0150 · Cited by 74 · see citing works
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
Abd-Alrazaq, A. A., Alajlani, M., Alhuwail, D., Schneider, J., Akhu‐Zaheya, L., Ahmed, A., & Househ, M. S. (2021) · JMIR Serious Games · doi:10.2196/29137 · Cited by 69 · see citing works
Vázquez, F. L., Otero, P., García-Casal, J. A., Blanco, V., Torres, Á., & Arrojo, M. (2018) · PLoS ONE · doi:10.1371/journal.pone.0208192 · Cited by 68 · see citing works
Kuosmanen, T., Fleming, T. M., Newell, J., & Barry, M. M. (2017) · Internet Interventions · doi:10.1016/j.invent.2017.03.004 · Cited by 56 · see citing works
“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), gaming interventions have shown…”
BackgroundSelf-citationThe Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis
Abd-Alrazaq, A., Al-Jafar, E., Alajlani, M., Toro, C., Alhuwail, D., Ahmed, A., Reagu, S. M., Al-Shorbaji, N., & Househ, M. (2022) · JMIR Serious Games · doi:10.2196/32331 · Cited by 68 · see citing works
“None of the previous reviews [18,19,35-37] assessed the effect of computerized CBT games on depression.”
BackgroundInfluentialStrauss, P., Morgan, H., Toussaint, D. W., Lin, A. P., Winter, S., & Perry, Y. (2019) · Internet Interventions · doi:10.1016/j.invent.2019.100280 · Cited by 57 · see citing works
“To date the research concerning digital mental health and health interventions for young people has predominantly focussed on testing the clinical effectiveness of specific interventions or examining the effectiveness of groups of treatments relating to certain conditions or disorders (Beale et al., 2007; Fleming et a…”
BackgroundSelf-citationMartínez, K., Menéndez, I. M., & Bustillo, A. (2021) · JMIR Serious Games · doi:10.2196/30482 · Cited by 54 · see citing works
“Although these first games targeted varied audiences, the vast majority were applied to children and adolescents [9].”
BackgroundDigital health revolution: perfect storm or perfect opportunity for pharmaceutical R&D?
Hird, N., Ghosh, S., & Kitano, H. (2016) · Drug Discovery Today · doi:10.1016/j.drudis.2016.01.010 · Cited by 54 · see citing works
Gunning, F. M., Anguera, J. A., Victoria, L. W., & Areán, P. A. (2021) · Translational Psychiatry · doi:10.1038/s41398-021-01386-8 · Cited by 49 · see citing works
Mittmann, G., Barnard, A., Krammer, I., Martins, D., & Dias, J. (2022) · Proc. ACM Hum. Comput. Interact. · doi:10.1145/3549505 · Cited by 52 · see citing works
“Today, gamified interventions and serious games are increasingly used to train, teach and support users in various settings such as healthcare [25] or education [27], and have also been implemented successfully in therapeutic settings [28], for example as a treatment for depression [29].”
BackgroundAcceptance of Serious Games in Psychotherapy: An Inquiry into the Stance of Therapists and Patients
Eichenberg, C., Grabmayer, G., & Green, N. (2016) · Telemedicine and e-Health · doi:10.1089/tmj.2016.0001 · Cited by 38 · see citing works
“A further two reviews by Fleming et al. 13 and Li et al. 17 specifically focused on the validity of serious games as a treatment modality for depression.”
InfluentialThe Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China
Li, L., Abbey, C., Wang, H., Zhu, A., Shao, T., Dai, D., Jin, S., & Rozelle, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph192214815 · Cited by 33 · see citing works
“For instance, there is some evidence that video games whose primary purpose is not entertainment (“serious games”) may help reduce symptoms of anxiety and depression [41,46], while children and adolescents who play Massively Multiplayer Online Role-Playing Games (MMORPGs) may have a relatively high risk of addiction a…”
BackgroundBabbage, C. M., Jackson, G. M., Davies, E. B., & Nixon, E. (2022) · JMIR Mental Health · doi:10.2196/25716 · Cited by 31 · see citing works
“Reference lists of relevant systematic reviews (Multimedia Appendix 3 [16,21,31,32,34,35,37,39,43-45]) were hand searched by CMB and imported into EndNote (Clarivate) with other references.”
BackgroundFerrari, M., McIlwaine, S. V., Reynolds, J., Archie, S., Boydell, K., Lal, S., Shah, J. L., Henderson, J. L., Álvarez‐Jiménez, M., Andersson, N., et al. (2020) · JMIR Research Protocols · doi:10.2196/13834 · Cited by 32 · see citing works
Koh, C. (2022) · International Journal of Disability, Development and Education · doi:10.1080/1034912x.2020.1746245 · Cited by 29 · see citing works
“Fleming et al. (2014, p. 229) viewed serious games as ‘ interventions which are games or utilise elements of gaming as an integral and primary method for achieving their purpose ’ .”
MethodEXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities
Giglioli, I. A. C., de-Juan-Ripoll, C., Parra, E., & Alcañíz, M. (2018) · PLoS ONE · doi:10.1371/journal.pone.0206925 · Cited by 30 · see citing works
“Third, SG can provide safe and responsive environments in which users can test, shape, change, and learn new behaviors [47, 48].”
BackgroundThe Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review
Tang, W. S. W., Ng, T. J. Y., Wong, J. Z. A., & Ho, C. S. H. (2022) · Journal of Medical Internet Research · doi:10.2196/39527 · Cited by 21 · see citing works
“Psychiatric conditions in which serious games have been used to address symptoms include depression [37] and addiction problems such as substance abuse [38] and internet addiction [39].”
An investigation on using serious gaming to study human decision-making in engineering contexts
Vermillion, S. D., Malak, R., Smallman, R., Becker, B., Sferra, M. S., & Fields, S. A. (2017) · Design Science · doi:10.1017/dsj.2017.14 · Cited by 27 · see citing works
“Serious games have been shown to be useful as intervention tools for health promotion, including physical therapy, healthy eating, sexual health and mental health treatment and prevention to name a few (Desmet et al. 2014; Fleming et al. 2014; Desmet et al. 2015; Shegog et al. 2015; Thompson et al. 2015).”
BackgroundGiglioli, I. A. C., de-Juan-Ripoll, C., Parra, E., & Alcañíz, M. (2019) · Applied Neuropsychology Adult · doi:10.1080/23279095.2019.1607735 · Cited by 26 · see citing works
“Serious games are computer games that are not just designed for fun purposes and the primary purpose is training, education, intervention, promoting behavioral changes and investigating human behavior (Connolly et al., 2012; Fleming et al., 2014, 2017).”
BackgroundMcCashin, D., Coyle, D., & O’Reilly, G. (2021) · Internet Interventions · doi:10.1016/j.invent.2021.100489 · Cited by 22 · see citing works
Bohr, Y. M., Litwin, L., Hankey, J. R., McCague, H., Singoorie, C., Lucassen, M. F. G., Shepherd, M., & Barnhardt, J. (2022) · JMIR Serious Games · doi:10.2196/38493 · Cited by 24 · see citing works
“…Positive, Active, Realistic, X-Factor thoughts) is a psychoeducational serious game (an e-intervention that utilizes gaming for serious purposes) [18] that teaches established cognitive behavioral therapy (CBT) strategies and techniques across 7 levels or modules (see Figure 1 for an example).”
Self-citationKleschnitzki, J. M., Beyer, L. M., Beyer, R., & Großmann, I. (2022) · JMIR Serious Games · doi:10.2196/33169 · Cited by 23 · see citing works
“In addition, reviews reflect the high potential of serious games as an efficient and motivating component in prevention and health promotion [28,29,50-52].”
BackgroundKuosmanen, T., Fleming, T. M., & Barry, M. M. (2017) · Children and Youth Services Review · doi:10.1016/j.childyouth.2017.11.032 · Cited by 22 · see citing works
Self-citationSmartphone-based serious games for mental health: a scoping review
Gómez-Cambronero, Á., Mann, A.-L., Mira, A., Doherty, G. J., & Casteleyn, S. (2024) · Multimedia Tools and Applications · doi:10.1007/s11042-024-18971-w · Cited by 19 · see citing works
Xie, H. (2022) · Archives of Psychiatric Nursing · doi:10.1016/j.apnu.2022.07.003 · Cited by 19 · see citing works
Wols, A., Pingel, M., Lichtwarck‐Aschoff, A., & Granic, I. (2024) · Clinical Psychology Review · doi:10.1016/j.cpr.2024.102396 · Cited by 23 · see citing works
Effectiveness of digital games promoting young people's mental health: A review of reviews
Vié, C., Ramassamy, K. G., Thellier, D., Labrosse, D., & Montagni, I. (2024) · Digital Health · doi:10.1177/20552076231220814 · Cited by 18 · see citing works
Thabrew, H., Stasiak, K., Hetrick, S. E., Wong, S., Huss, J. H., & Merry, S. (2017) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd012489 · Cited by 18 · see citing works
Self-citationA mobile device-based game prototype for ADHD: development and preliminary feasibility testing
Luo, J., Li, F., Wu, Y., Liu, X., Zheng, Q., Qi, Y., Huang, H., Xu, G., Liu, Z., He, F., et al. (2024) · Translational Psychiatry · doi:10.1038/s41398-024-02964-2 · Cited by 15 · see citing works
van Rijn, B., Cooper, M., & Chryssafidou, E. (2017) · Counselling and Psychotherapy Research · doi:10.1002/capr.12155 · Cited by 15 · see citing works
Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games
Haring, P., Warmelink, H., Valente, M., & Roth, C. (2018) · International Journal of Computer Games Technology · doi:10.1155/2018/8784750 · Cited by 16 · see citing works
Avatar-based counselling for psychological distress in secondary school pupils: pilot evaluation
Cooper, M., van Rijn, B., & Chryssafidou, E. (2018) · British Journal of Guidance and Counselling · doi:10.1080/03069885.2018.1506567 · Cited by 14 · see citing works
“This is from the client’s own perspective (egocentric), as well as from other generic or specific people’s perspective (exocentric) (Fleming et al., 2014), whomay also be represented in the virtual world (see, for example, mentalisation therapy by Falconer et al.”
BackgroundDepression Behavior Detection Model Based on Participation in Serious Games
Maskeliūnas, R., Blažauskas, T., & Damaševičius, R. (2017) · Lecture notes in computer science · doi:10.1007/978-3-319-60840-2_31 · Cited by 13 · see citing works
Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift
Fleming, T. M., Beurs, D. P. D., Khazaal, Y., Gaggioli, A., Riva, G., Botella, C., Baños, R., Aschieri, F., Bavin, L. M., Kleiboer, A. M., et al. (2020) · doi:10.26686/wgtn.12331280 · Cited by 14 · see citing works
Self-citationGuided Internet-Delivered Treatment for Depression: Scoping Review
Børtveit, L., Dechsling, A., Sütterlin, S., Nordgreen, T., & Nordahl‐Hansen, A. (2022) · JMIR Mental Health · doi:10.2196/37342 · Cited by 11 · see citing works
“A total of 28 published systematic reviews on internet-delivered t r e a t m e n t ( M u l t i m e d i a A p p e n d i x 3 [10,11,14-16,20,27,29,30,51-69]) were hand searched by LB for relevant studies not identified in the literature search.”
MethodKuipers, D. A., Terlouw, G., Wartena, B. O., Prins, J., & Pierie, J.-P. E. N. (2018) · Medical Science Educator · doi:10.1007/s40670-018-00670-5 · Cited by 10 · see citing works
Vázquez, F. L., Torres, Á., Otero, P., Blanco, V., López, L., García-Casal, A., & Arrojo, M. (2019) · Trials · doi:10.1186/s13063-019-3859-5 · Cited by 11 · see citing works
“mote behavior change and/or health [20], and they were only focused on cognitive training.”
BackgroundResultSerious game for serious disease: Diminishing stigma of depression via game experience
Jin, W., Gromala, D., & Tong, X. (2015) · IEEE Games, Entertainment, Media Conference (GEM) · doi:10.1109/gem.2015.7377256 · Cited by 10 · see citing works
“To date, only several serious games specialize in depression, and researchers who studied them reported positive impact on their treatment and prevention of the disease[6].”
BackgroundReitegger, F., Peras, I., Wright, M., & Gasteiger‐Klicpera, B. (2024) · Adolescent Research Review · doi:10.1007/s40894-024-00237-z · Cited by 13 · see citing works
Gamification to Promote the Engagement in Healtcare and Wellness of Patients Under Therapeutic Care
Mishra, S. P., Kulshreshtha, D., Srivastava, A. K., Gandhi, A. K., & Rastogi, M. (2018) · Advances in marketing, customer relationship management, and e-services book series · doi:10.4018/978-1-5225-6064-7.ch015 · Cited by 9 · see citing works
Hernández-Rubio, J. A., Martínez, S. G., Olaya-Cuartero, J., & Férriz-Valero, A. (2023) · Journal of Sport and Health Research · doi:10.58727/jshr.88813 · Cited by 8 · see citing works
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study
Labrosse, D., Vié, C., Hajjam, H., Tisseron, C., Thellier, D., & Montagni, I. (2024) · JMIR Serious Games · doi:10.2196/48545 · Cited by 8 · see citing works
“Games can engage players, especially young target populations, in understanding and retaining information in a more attractive and acceptable way [19].”
BackgroundCooney, O., Doherty, K., Barry, M., Coyle, D., Doherty, G. J., & Cowan, B. R. (2024) · ACM Conference on Conversational User Interfaces (CUI) · doi:10.1145/3640794.3665540 · Cited by 8 · see citing works
Review of computerized cognitive behavioral therapy for depression in adolescents
Marzuki, A., Noor, S. F. M., Siti, T., Wook, T. S. M. T., & Ismail, W. S. W. (2017) · doi:10.1109/iceei.2017.8312463 · Cited by 8 · see citing works
“In face-to-face therapy, therapeutic relationship appears to be a critical ‘active ingredient’ [18] and yet many computerized therapies are effective while offering little human contact [42].”
Rivera, S. (2022) · Journal of the American Psychoanalytic Association · doi:10.1177/00030651221104487 · Cited by 8 · see citing works
Soler, C. L., Vicente-Escudero, J. L., López-López, J. A., Alcántara-López, M., Martínez, A. C., Sáez, M. C., Fernández, V., & Sánchez‐Meca, J. (2024) · International Journal of Clinical and Health Psychology · doi:10.1016/j.ijchp.2024.100487 · Cited by 8 · see citing works
“…et al., 2014; Brigden et al., 2020; Buhrman et al., 2016; Büscher et al., 2020; But-tazzoni et al., 2021; Clarke et al., 2015; Ennis et al., 2018; Fleming et al., 2014; Karyotaki et al., 2018; McGar et al., 2019; Reis et al., 2021; Renton et al., 2014; Reyes-Portillo et al., 2014; Rice et al.,…”
Khan, K., Hall, C. L., Babbage, C., Dodzo, S., Greenhalgh, C., Lucassen, M. F. G., Merry, S., Sayal, K. S., Sprange, K., Stasiak, K., et al. (2024) · Pilot and Feasibility Studies · doi:10.1186/s40814-024-01475-7 · Cited by 7 · see citing works
“With progress in digitised technology, cCBT has become more interactive and aesthetically attractive to adolescents, particularly with the advent of ‘serious games’ [15].”
BackgroundSelf-citationDietvorst, E., de Vries, L. P., van Eijl, S., Mesman, E., Legerstee, J. S., Keijsers, L., Hillegers, M. H. J., & Vreeker, A. (2024) · Digital Health · doi:10.1177/20552076241294105 · Cited by 9 · see citing works
Otero, P., Cotardo, T., Blanco, V., & Vázquez, F. L. (2021) · Games for Health Journal · doi:10.1089/g4h.2020.0165 · Cited by 7 · see citing works
“18 Among the advantages of the online videogames are their low cost, potential to entertain, and ease of access from home during the times that people find most convenient.”
Tanika, L., Sari, R. R., Hakim, A. L., van Noordwijk, M., Peña‐Claros, M., Leimona, B., Purwanto, E., & Speelman, E. N. (2024) · Hydrology and earth system sciences · doi:10.5194/hess-28-3807-2024 · Cited by 6 · see citing works
Tao, X., Sáenz-Lechón, N., & Eckert, M. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100696 · Cited by 6 · see citing works
Lau, H., Smit, J. H., Fleming, T. M., & Riper, H. M. (2020) · doi:10.26686/wgtn.12331268 · Cited by 6 · see citing works
Self-citationPersonalisierte Internet-Psychotherapie-Angebote für die posttraumatische Belastungsstörung
Maercker, A. R. A., Hecker, T., & Heim, E. (2015) · Der Nervenarzt · doi:10.1007/s00115-015-4332-7 · Cited by 6 · see citing works
Eidet, L. M., Dahlgren, A., & Elvsåshagen, M. (2020) · BMJ Open · doi:10.1136/bmjopen-2019-034532 · Cited by 6 · see citing works
Preventing adolescents’ social exclusion with serious games – a scoping review
Mäkinen, H., Kauhanen, E., Nykänen, K., Romppanen, T., & Koivisto, J. (2023) · International Social Work · doi:10.1177/00208728231178399 · Cited by 5 · see citing works
Integrating Health Behavior Theory and Design Elements in Serious Games
Cheek, C., Fleming, T. M., Lucassen, M. F. G., Bridgman, H., Stasiak, K., Shepherd, M., & ORPIN, P. (2020) · doi:10.26686/wgtn.12331295 · Cited by 5 · see citing works
Self-citationHorizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression
Gómez-Cambronero, Á., Casteleyn, S., & Pastor, A. M. (2021) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3450337.3483500 · Cited by 4 · see citing works
“a state of total involvement with the action that is being carried out, the chance to be engaging and maintaining user adherence [7], immediate feedback [3][13], and the possibility to provide a rich and safe environment to train new skills in a reactive way [12].”
BackgroundResultSERIOUS GAME AGAINST DOPING: EVALUATION OF GAME USABILITY, EASE AND USERS’ ENJOYMENT
(2020) · Discobolul · doi:10.35189/dpeskj.2020.59.s.2 · Cited by 4 · see citing works
McCashin, D., Coyle, D., & O'Reilly, G. (2020) · Internet Interventions · doi:10.1016/j.invent.2020.100348 · Cited by 5 · see citing works
“, 2012), the research on its effectiveness for children has less weight due to lower numbers of studies (Arnberg et al., 2014; Fleming et al., 2014).”
BackgroundThe Role of Serious Games in Healthcare and Its Contribution to the Healthcare Ecosystem
Bojan, K., Christogianni, A., & Mukaetova-Ladinska, E. B. (2022) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-7998-9732-3.ch007 · Cited by 4 · see citing works
Maximizing the impact of E-Therapy and Serious Gaming: Time for a paradigm shift
Fleming, T. M., Beurs, D. P. D., Khazaal, Y., Gaggioli, A., Riva, G., Botella, C., Baños, R., Aschieri, F., Bavin, L. M., Kleiboer, A. M., et al. (2020) · doi:10.26686/wgtn.12331280.v2 · Cited by 4 · see citing works
Self-citationSerious games and gamification for mental health: Current status and promising directions
Fleming, T. M., Bavin, L. M., Stasiak, K., Hermansson-Webb, E., Merry, S., Cheek, C., Lucassen, M., Lau, H., Pollmuller, B., & Hetrick, S. E. (2020) · doi:10.26686/wgtn.12331271 · Cited by 4 · see citing works
Self-citationBlanco, V., Otero, P., Cotardo, T., Bouza, Q., Torres, Á., & Vázquez, F. L. (2025) · BMC Public Health · doi:10.1186/s12889-025-23792-z · Cited by 3 · see citing works
van Rijn, B., Stiles, W. B., & Chryssafidou, E. (2020) · Counselling and Psychotherapy Research · doi:10.1002/capr.12309 · Cited by 3 · see citing works
Bjornstad, G. J., Sonthalia, S., Rouse, B., Freeman, L., Hessami, N., Dunne, J. H., & Axford, N. (2024) · Campbell Systematic Reviews · doi:10.1002/cl2.1376 · Cited by 3 · see citing works
Gamification of an Automated Internet Intervention to Enhance Engagement and Adherence
Curland, R. A., Muñoz, R. F., & Leykin, Y. (2025) · Journal of Technology in Behavioral Science · doi:10.1007/s41347-025-00528-9 · Cited by 3 · see citing works
“Higher intervention engagement and adherence produce better outcomes, given that individuals continue using the intervention longer and interact with more content (Christensen et al., 2009; Fleming et al., 2014; Gan et al., 2021).”
Tindall, L., Toner, P., Mikocka‐Walus, A. A., & Wright, B. (2020) · Journal of Medical Internet Research · doi:10.2196/19743 · Cited by 3 · see citing works
“…availability [15], and anonymity [16]; reducing stigmatization [17]; and providing those reluctant to engage one-to-one with a therapist with access to care [18], the limited effectiveness of some programs has been attributed to a failure to tailor interventions to patients and practices [19,20].”
Hofman, J., Pollitt, A., Broeks, M., Stewart, K., & Stolk, C. V. (2016) · Rand health quarterly · doi:10.7249/rhq-06-04-12 · Cited by 3 · see citing works
Thérapie cognitive et comportementale et thérapie positive par le jeu : une étude pilote comparative
Broc, G., Carré, C., Valantin, S., Mollard, E., Blanc, V., & Shankland, R. (2017) · Journal de Thérapie Comportementale et Cognitive · doi:10.1016/j.jtcc.2016.12.002 · Cited by 3 · see citing works
Serious games and gamification for mental health: Current status and promising directions
Fleming, T. M., Bavin, L. M., Stasiak, K., Hermansson-Webb, E., Merry, S., Cheek, C., Lucassen, M., Lau, H., Pollmuller, B., & Hetrick, S. E. (2020) · doi:10.26686/wgtn.12331271.v2 · Cited by 4 · see citing works
Self-citationSpies, G., Huss, J. H., Motswage, O., Seedat, S., & Eichenberg, C. (2024) · Health Informatics Journal · doi:10.1177/14604582241259343 · Cited by 2 · see citing works
“43 Marginally, over one-tenth (10.4”
InfluentialTHE USE OF UNITY 3D IN A SERIOUS GAME DEDICATED TO DEVELOPMENT OF FIREARM HANDLING SKILLS
DZIAK, L., & Plechawska–Wójcik, M. (2017) · Applied Computer Science · doi:10.35784/acs-2017-10 · Cited by 2 · see citing works
“Treating depression might be one of the examples (PlechawskaWójcik & Rybka, 2015; Weina, Gromala & Tong, 2015; Fleming et al., 2014).”
BackgroundBjornstad, G. J., Sonthalia, S., Rouse, B., Timmons, L., Whybra, L., & Axford, N. (2020) · Campbell Systematic Reviews · doi:10.1002/cl2.1073 · Cited by 1 · see citing works
Mendes, D. C. G., Almeida, Y., Lucas, C. V., Soares, L., & Badia, S. B. I. (2023) · Communications in computer and information science · doi:10.1007/978-3-031-29548-5_10 · Cited by 2 · see citing works
Gamified Change: The Transformative Impact of Reflection, Empowerment, and Gamification Motivation
Tanouri, A., Kennedy, A.-M., & Veer, E. (2025) · Journal of Consumer Behaviour · doi:10.1002/cb.70088
Smoktunowicz, E., Maciejewski, J., Lesnierowska, M., Pietrzak, M., Großwendt, F., Mayer, G., Schultz, J., Tschobur, N., McKendrick, M., Stocks, H., et al. (2026) · JMIR Research Protocols · doi:10.2196/96292 · Cited by 1 · see citing works
“Serious games are interventions where gaming elements are an integral and primary method for achieving goals related to mental health [25].”
The Effectiveness of Serious Video Games on Mental Health Related Outcomes: Systematic Review
Danilina, O., Cox, A. L., Fonseca, A., & Johnson, S. (2017) · UCL Discovery (University College London) · Cited by 1 · see citing works
Für eine konstruktive Nutzung von Videospielen: Beiträge der Psychologie und Psychotherapie
Kathmann, J. (2022) · Springer eBooks · doi:10.1007/978-3-658-35531-9_8 · Cited by 1 · see citing works
EverydayFantasy – a Mobile Computing Application in Mental Healthcare
Triohin, V., Leba, M., & Ionica, A. C. (2023) · Iberian Conference on Information Systems and Technologies (CISTI) · doi:10.23919/cisti58278.2023.10211839 · Cited by 1 · see citing works
“It has been tested in various trials to incorporate gaming components into computerized psychotherapies and games or game-like environments with therapeutic value [27], [28].”
BackgroundSerious Games und ihre Anwendung im E‑Coaching
Huss, J. H., & Eichenberg, C. (2018) · Organisationsberatung Supervision Coaching · doi:10.1007/s11613-018-0564-2 · Cited by 1 · see citing works
Auditory Attention, Implications for Serious Game Design
Bajaj, N., Bellotti, F., Berta, R., Carrión, J. R., & Gloria, A. D. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-11548-7_19 · Cited by 1 · see citing works
MEDICATE: TREATING DEPRESSION VIA GAME THERAPY
Mishra, D., Singh, A. P., Halder, A., Anusha Sharma, A., & Rao, R. V. (2020) · International Journal of Engineering Applied Sciences and Technology · doi:10.33564/ijeast.2020.v05i01.041 · Cited by 1 · see citing works
Lau, H., Smit, J. H., Fleming, T. M., & Riper, H. M. (2020) · doi:10.26686/wgtn.12331268.v2 · Cited by 1 · see citing works
Self-citationWellness management and positive psychology app for smartphone platforms.
Στρατάκη, Ε., & Strataki, E. (2017)
- Authors
- Fleming, T. M., Cheek, C., Merry, S. N., Thabrew, H., Bridgman, H., Stasiak, K., Shepherd, M., Perry, Y., & Hetrick, S.
- Affiliations
- University of Auckland (NZ)
- University of Tasmania (AU)
- Black Dog Institute (AU)
- The University of Melbourne (AU)
- ORCID
- Venue
- Revista de Psicopatología y Psicología Clínica
- Published
- 2015-01-15
- Volume
- 19
- Issue
- 3
- Pages
- 227
- ISSN
- 1136-5420 (ISSN-L)
- 2254-6057
- OpenAlex
- W104801597
- Semantic Scholar
- 2c0df7f83fb1fb9fa1e4e28295426c8a0cfb6366
- Cited by
- 120
- References
- 50
- Citations by year
- 2026: 2 · 2025: 7 · 2024: 16 · 2023: 11 · 2022: 14 · 2021: 10 · 2020: 20 · 2019: 6 · 2018: 10 · 2017: 15 · 2016: 6 · 2015: 3
- FWCI
- 18.34
- Type
- journal article
- Language
- es
- Open access
- diamond
- doi.org
- Licence
- cc-by-nc-nd
- Locations
- Revista de Psicopatología y Psicología Clínica (publishedVersion, cc-by-nc-nd)
- Minerva Access (University of Melbourne) (submittedVersion)
- eCite Digital Repository (University of Tasmania) (submittedVersion)
- Topics
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Keywords
- serious games, depression, depression treatment, depression prevention, youth, mental health interventions
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