David et al. (2020) Serious games and promoting mental health
David, O. A., Costescu, C., Cardos, R., & Mogoaşe, C. (2020). How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis. Child & Youth Care Forum, 49(6), 817–838. https://doi.org/10.1007/s10566-020-09566-1
David
et al. (2020) aimed their research towards the issue of psychopathology in
children and adolescents. Unlike the previously mentioned article in the last
blog post, this article is aimed towards the use of technology and serious
video games which is defined in the article as ‘therapeutic games… entertaining
games with non-entertainment goals… to facilitate the implementation of therapeutic
interventions’ (David et al., 2020, p. 818).
The
article does not mention the intended audience, but as the article it is
published in is the Child and Youth Care forum, it can be implied that it is
for Child psychologists.
|
Purpose |
Examine
the effect of serious games on promoting mental health in adolescents and
children |
|
Methodology |
Literature search between 1990 and
January 2018. 135 articles were chosen They computer an effect size for
comparison between groups playing the serious games and the control group. Study
was used as a unit of analysis. |
|
Results |
For
most serious video games there was a positive effect on adolescents and
children mental health. The
type of game did not change the effect score, but the game length did. |
|
Conclusion |
Serious
games are not yet ready for standalone treatment/prevention |