Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis.

Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis.
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DOI:
10.3389/fpsyt.2016.00209
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发表时间:
2016
影响因子:
4.7
通讯作者:
Riper H
Riper H
中科院分区:
医学3区
文献类型:
--
作者:
Lau HM;Smit JH;Fleming TM;Riper H

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开发和使用严重的游戏来治疗心理健康障碍的情况正在增加。然而,人们对这些游戏对临床心理健康症状的影响知之甚少。我们对随机对照试验进行了系统回顾和荟萃分析,这些试验评估了严肃游戏对精神障碍症状的有效性。我们在PubMed、PsycINFO和Embase数据库中进行了系统检索,使用了心理健康和严肃游戏相关的关键词。10项研究符合纳入标准并被纳入综述,9项研究被纳入荟萃分析。所有严肃的游戏都是通过个人电脑提供的,大部分是在CD-ROM上,不需要互联网连接。这些研究针对的年龄组从7岁到80岁不等。严重的游戏集中在抑郁症(n = 2),创伤后应激障碍(n = 2),自闭症谱系障碍(n = 2),注意力缺陷多动障碍(n = 1),认知功能(n = 2)和酒精使用障碍(n = 1)的症状。这些研究使用了目标导向(n = 4)和认知训练游戏(n = 6)。共有674名参与者被纳入荟萃分析(实验组380名,对照组294名)。使用随机效应模型对9项研究(包括10项比较)进行的荟萃分析显示,对症状改善有中度影响[g = 0.55(95%置信区间0.28-0.83); P < 0.001],严重游戏优于无干预对照。虽然荟萃分析中的比较数量很少,但这些发现表明,严重的游戏干预可能对减少与疾病相关的症状有效。需要进行更多的研究,以便更深入地了解这种新型精神障碍治疗方法对特定精神障碍的疗效和长期效果。
The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder. We conducted a systematic search in the PubMed, PsycINFO, and Embase databases, using mental health and serious games-related keywords. Ten studies met the inclusion criteria and were included in the review, and nine studies were included in the meta-analysis. All of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection. The studies targeted age groups ranging from 7 to 80 years old. The serious games focused on symptoms of depression (n = 2), post-traumatic stress disorder (n = 2), autism spectrum disorder (n = 2), attention deficit hyperactivity disorder (n = 1), cognitive functioning (n = 2), and alcohol use disorder (n = 1). The studies used goal-oriented (n = 4) and cognitive training games (n = 6). A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups). A meta-analysis of 9 studies comprising 10 comparisons, using a random effects model, showed a moderate effect on improvement of symptoms [g = 0.55 (95% confidence interval 0.28–0.83); P < 0.001], favoring serious games over no intervention controls. Though the number of comparisons in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms. More studies are needed in order to attain deeper knowledge of the efficacy for specific mental disorders and the longer term effects of this new type of treatment for mental disorders.