Background: Recent research has investigated the use of serious games as a form of therapeutic intervention for depression and anxiety in young people.
Aims: To conduct a systematic review and meta-analysis into the effectiveness of gaming interventions for treating either depression or anxiety in individuals aged 12-25 years.
Method: An electronic search was conducted on the 30 March 2020, using PsycINFO, ISI Web of Science Core Collection, Medline and EMBASE databases. Standardised effect sizes (Hedge's g) were calculated for between-participant comparisons between experimental (therapeutic intervention) and control conditions, and within-participant comparisons between pre- and post-intervention time points for repeated measures designs.
Results: Twelve studies (seven randomised controlled trials (RCTs) and five non-randomised studies) were included. For RCTs, there was a statistically significant and robust effect (g = -0.54, 95% CI -1.00 to -0.08) favouring the therapeutic intervention when treating youth depression. For non-RCTs, using a repeated measures design, the overall effect was also strong (g = -0.75, 95% CI -1.64 to 0.14) favouring therapeutic intervention, but this was not statistically significant. Interestingly, we found no statistically significant effect for treating youth anxiety.
Conclusions: There is preliminary evidence to suggest that gaming interventions are an effective treatment for youth depression, but not anxiety. Further research is warranted to establish the utility, acceptability and effectiveness of gaming interventions in treating mental health problems in young people.
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http://dx.doi.org/10.1192/bjo.2021.1078 | DOI Listing |
Pilot Feasibility Stud
January 2025
Department of Health Service & Population Research, David Goldberg Centre, King's College London, Denmark Hill, London, UK.
Background: Mental health disorders are one of the leading causes of illness globally. The importance of psychosocial skills acquired in early childhood, such as executive functions, inhibitory control, emotional regulation, and social problem-solving, in preventing mental disorders has been reported. Furthermore, mental health care delivery is evolving, and mobile technology is becoming the medium for assessment and intervention.
View Article and Find Full Text PDFAddiction
January 2025
Sheffield Centre for Health and Related Research (SCHARR), University of Sheffield, Sheffield, UK.
Background And Aims: Gambling is a public health issue and widespread advertising of gambling products may contribute to gambling harms. Sports-related gambling advertising includes advertising around sports games or for sports betting products. This review aimed to provide the most systematic and up-to-date review of the literature on the association between sports-related gambling advertising and gambling behaviour.
View Article and Find Full Text PDFJ Clin Med
December 2024
Clinical Department 9, Faculty of Medicine, University of Medicine and Pharmacy "Carol Davila", 050474 Bucharest, Romania.
: The increasing prevalence of video gaming has raised concerns about its potential impact on musculoskeletal health, particularly temporomandibular disorders (TMDs). This study aims to compare TMD symptoms, mandibular function, and dental wear between gamers and non-gamers among university students. : An observational study included 108 students aged 20 to 23 years, divided into gamers (n = 48) and non-gamers (n = 60).
View Article and Find Full Text PDFNutrients
December 2024
Department of Physical Education and Sport Science, School of Physical Education, Sport Science and Occupational Therapy, Democritus University of Thrace, 69100 Komotini, Greece.
Background/objectives: Despite being widely promoted, protein supplementation's overall effectiveness during demanding basketball schedules remains unclear. This study investigated whether increased protein intake can accelerate recovery of muscle function during a 6-day congested basketball microcycle consisting of three consecutive games while accounting for the impact of playing time.
Methods: In a randomized, two-trial, cross-over, double-blind repeated measures design, eighteen male basketball players were assigned to a high (High PT) or a moderate (Mod PT) playing time group and participated in two trials, receiving daily either milk protein (PRO trial) or an isoenergetic amount of carbohydrates.
BMC Public Health
January 2025
Department of Pediatrics, Faculty of Medicine, Universiti Malaya, Kuala Lumpur, Wilayah Persekutuan Kuala Lumpur, 50603, Malaysia.
Background: Childhood obesity has increased rapidly in recent years and is now a global epidemic. To combat this, MyBFF@school program, a multi-faceted obesity intervention incorporating physical activity in the form of small-sided games (SSG), nutrition, and psychology components for schoolchildren was designed. This paper is aimed at describing the protocol of the MyBFF@school program and presenting the baseline findings including the overweight and obesity prevalence.
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