Heliyon
Universidad Internacional de La Rioja, Spain.
Published: February 2025
In recent years, there has been an increase in emotional and behavioral disorders in children and adolescents that directly affect their personal, school, family, and social spheres. It has been proposed that serious games designed to train emotional regulation skills can be a more effective, accessible, and attractive alternative for children and adolescents than conventional therapies. However, there is a limited number of studies providing evidence of the effectiveness of these applications. The aim of this review is to analyze the level of effectiveness, feasibility and acceptability of serious games designed to train emotional regulation skills in children and adolescents aged 6 to 18 classified in universal population samples, at risk and diagnosed. A systematic review of papers published between 2008 and 2023 was conducted following the PRISMA statement guidelines. The databases Scopus, Web of Science, PubMed, ERIC, IEEE Xplore, and ACM Digital Library were used. Thirty-three articles were identified that referred to 18 serious games designed to train emotional regulation skills in children and adolescents. All studies used report or self-report measures to code for the recognition of emotions in oneself and the increase or decrease of these emotions. Internal validity was assessed using the Cochrane RoB 2 tool for randomized controlled trials and the ROBINS-I tool for non-randomized studies. A random effects model was implemented, and the effect sizes were calculated as Hedge's g. Although there are limitations in interpreting the results, such as the lack of long-term follow-up, serious game interventions that incorporated biofeedback provided the strongest evidence for generalizability of learned emotion regulation skills to real life. While this does not always imply a clinically significant change, the results show that serious games can be effective, acceptable, and feasible for learning emotional regulation strategies and reducing symptoms related to depression, anxiety, and lack of impulse control.
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http://dx.doi.org/10.1016/j.heliyon.2025.e42712 | DOI Listing |
Eur J Appl Physiol
March 2025
Institute of Sport Science, University of Bern, Bremgartenstrasse 145, 3013, Bern, Switzerland.
Purpose: The study determined whether an exergame training (EXT) resulted in greater improvements in health-related outcomes compared to traditional moderate-intensity continuous training (MICT).
Methods: In total, 47 individuals (age 30±11 years) were randomized into an EXT (n = 24) and an MICT group (n = 23). Throughout the eight-week intervention period, the EXT group attended 20-30 min of EXT three times a week while the MICT group completed 20-45 min of MICT three times a week.
JMIR Serious Games
March 2025
School of Humanities and Social Sciences, Harbin Institute of Technology (Shenzhen), Nanshan District Xili University Town, Shenzhen, CN.
Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "one-size-fits-all" design approaches neglecting individual differences. While the emerging research area of tailored gamification calls for more accurate user modeling and better customization of game elements, existing studies relied primarily on rating-scale-based measures and correlational analyses with methodological limitations.
Objective: This study aimed to improve smartwatch-based gamification with an innovative approach of user modeling, in order to better motivate physical exercise among different user groups with tailored solutions.
JMIR Serious Games
March 2025
Department of Anesthesiology, National Clinical Research Center for Geriatrics, West China Hospital, Sichuan University, No. 37 Guoxue Lane, Wuhou District, Sichuan Province, Chengdu, 610041, China, 86 028-85423593.
Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventions such as oral midazolam. Video games offer a nonpharmacological distraction method that shows promise in alleviating procedural anxiety without significant adverse effects. However, the effectiveness of video games compared to midazolam in managing perioperative anxiety remains uncertain.
View Article and Find Full Text PDFJMIR Serious Games
March 2025
National Clinical Research Center on Mental Disorders and Mental Health Institute of the Second Xiangya Hospital, Central South University, 139 Renmin Middle Rd, Changsha, 410011, China, 86 139074840867.
Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in CBM training may address this issue and enhance engagement and effectiveness.
Objectives: This study aims to gather preliminary data and assess the preliminary efficacy of an adaptive approach bias modification (A-ApBM) paradigm in reducing cue-induced craving in individuals with methamphetamine use history.
Front Digit Health
February 2025
NeuroTeam Life and Science, Palermo, Italy.
Introduction: Visuomotor adaptation to a displacement of the visual field induced by prismatic lenses can help rehabilitate cognitive deficits when combined with digital cognitive training. The aim of this study was to evaluate the effectiveness of this approach in rehabilitating visual constructive deficits in stroke patients, assess the generalization of improvements to daily living skills, identify which serious games best predicted improvements.
Methods: Thirty stroke patients were randomly assigned to either a control group, receiving standard rehabilitation, or an experimental group, receiving a therapy combining prism adaptation with cognitive training through serious games over ten consecutive sessions.
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