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How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis
Background Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear. Objectives We conducted a systematic review...
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Published in: | Child & youth care forum 2020-12, Vol.49 (6), p.817-838 |
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description | Background
Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear.
Objectives
We conducted a systematic review and meta-analysis aimed to offer a comprehensive picture on the evidence-based status of serious games for mental health promotion and health-related behavioral change in children and adolescents.
Method
We included 34 clinical and experimental randomized studies investigating the efficacy of serious games on mental health promotion and health-related behavioral change in children and adolescents.
Results
Results showed a small, but significant effect size with very high heterogeneity. Participants’ age, number of sessions, the length of session, and study quality significantly moderated the effect size, with younger participants, fewer and shorter sessions, and lower quality of the study being associated with higher effect sizes. The effect size was not significant for follow-up measurements.
Conclusions
The evidence supporting the use of serious games in children and adolescents for purposes of health promotion is limited. These conclusions must be considered with caution given the bias of publication. We need more adequately conducted studies testing well-specified serious games before we can draw clear conclusions. |
doi_str_mv | 10.1007/s10566-020-09566-1 |
format | article |
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Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear.
Objectives
We conducted a systematic review and meta-analysis aimed to offer a comprehensive picture on the evidence-based status of serious games for mental health promotion and health-related behavioral change in children and adolescents.
Method
We included 34 clinical and experimental randomized studies investigating the efficacy of serious games on mental health promotion and health-related behavioral change in children and adolescents.
Results
Results showed a small, but significant effect size with very high heterogeneity. Participants’ age, number of sessions, the length of session, and study quality significantly moderated the effect size, with younger participants, fewer and shorter sessions, and lower quality of the study being associated with higher effect sizes. The effect size was not significant for follow-up measurements.
Conclusions
The evidence supporting the use of serious games in children and adolescents for purposes of health promotion is limited. These conclusions must be considered with caution given the bias of publication. We need more adequately conducted studies testing well-specified serious games before we can draw clear conclusions.</description><identifier>ISSN: 1053-1890</identifier><identifier>EISSN: 1573-3319</identifier><identifier>DOI: 10.1007/s10566-020-09566-1</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Adolescents ; Behavior Change ; Behavioral Science and Psychology ; Change agents ; Child & adolescent mental health ; Child and School Psychology ; Children ; Computer & video games ; Computer Games ; Educational Games ; Educational software ; Effect Size ; Efficacy ; Evidence Based Practice ; Games ; Health behavior ; Health education ; Health problems ; Health Promotion ; Medical technology ; Mental Health ; Mental health promotion ; Meta Analysis ; Psychology ; Research Reports ; Review ; Systematic review ; Technology ; Teenagers</subject><ispartof>Child & youth care forum, 2020-12, Vol.49 (6), p.817-838</ispartof><rights>Springer Science+Business Media, LLC, part of Springer Nature 2020</rights><rights>Springer Science+Business Media, LLC, part of Springer Nature 2020.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c341t-a7c87d0370fbbbfed28715168a5161cbfa4300958e0896656df7ce3038b265dc3</citedby><cites>FETCH-LOGICAL-c341t-a7c87d0370fbbbfed28715168a5161cbfa4300958e0896656df7ce3038b265dc3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2571044738/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2571044738?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,780,784,12846,21378,21394,21395,27344,27924,27925,30999,33611,33774,33877,34530,43733,43880,44115,74221,74397,74639</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1271982$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>David, Oana Alexandra</creatorcontrib><creatorcontrib>Costescu, Cristina</creatorcontrib><creatorcontrib>Cardos, Roxana</creatorcontrib><creatorcontrib>Mogoaşe, Cristina</creatorcontrib><title>How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis</title><title>Child & youth care forum</title><addtitle>Child Youth Care Forum</addtitle><description>Background
Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear.
Objectives
We conducted a systematic review and meta-analysis aimed to offer a comprehensive picture on the evidence-based status of serious games for mental health promotion and health-related behavioral change in children and adolescents.
Method
We included 34 clinical and experimental randomized studies investigating the efficacy of serious games on mental health promotion and health-related behavioral change in children and adolescents.
Results
Results showed a small, but significant effect size with very high heterogeneity. Participants’ age, number of sessions, the length of session, and study quality significantly moderated the effect size, with younger participants, fewer and shorter sessions, and lower quality of the study being associated with higher effect sizes. The effect size was not significant for follow-up measurements.
Conclusions
The evidence supporting the use of serious games in children and adolescents for purposes of health promotion is limited. These conclusions must be considered with caution given the bias of publication. We need more adequately conducted studies testing well-specified serious games before we can draw clear conclusions.</description><subject>Adolescents</subject><subject>Behavior Change</subject><subject>Behavioral Science and Psychology</subject><subject>Change agents</subject><subject>Child & adolescent mental health</subject><subject>Child and School Psychology</subject><subject>Children</subject><subject>Computer & video games</subject><subject>Computer Games</subject><subject>Educational Games</subject><subject>Educational software</subject><subject>Effect Size</subject><subject>Efficacy</subject><subject>Evidence Based Practice</subject><subject>Games</subject><subject>Health behavior</subject><subject>Health education</subject><subject>Health problems</subject><subject>Health Promotion</subject><subject>Medical technology</subject><subject>Mental Health</subject><subject>Mental health promotion</subject><subject>Meta Analysis</subject><subject>Psychology</subject><subject>Research Reports</subject><subject>Review</subject><subject>Systematic review</subject><subject>Technology</subject><subject>Teenagers</subject><issn>1053-1890</issn><issn>1573-3319</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>7SW</sourceid><sourceid>7QJ</sourceid><sourceid>ALSLI</sourceid><sourceid>BHHNA</sourceid><sourceid>CJNVE</sourceid><sourceid>HEHIP</sourceid><sourceid>M0P</sourceid><sourceid>M2R</sourceid><sourceid>M2S</sourceid><recordid>eNp9UctOGzEUHaEildcPVEKyxHro9Tgee1YoRIG0ArWCdm15PNfEaDIG2wnKt_RnazIUdt3YRzqPa99TFF8onFMA8TVS4HVdQgUlNK-I7hUHlAtWMkabTxkDZyWVDXwuDmN8BIBGVPyg-LPwL2RuLZrkNkh0QHKPwfl1JNd6hZFYH8jP4Fc-ueGB3OKQdE8WqPu0JHro_sFLXOqN8yGTs6UeHpC4ISPXdwGHnXDa-R6jyQHxgkzJ_TYmXOnkDLnDjcOXnegWky71oPttdPG42Le6j3jydh8Vv6_mv2aL8ubH9bfZ9KY0bEJTqYWRogMmwLZta7GrpKCc1lLng5rW6gnL3-USQTZ1zevOCoMMmGyrmneGHRVnY-5T8M9rjEk9-nXIj4iq4oLCZCKYzKpqVJngYwxo1VNwKx22ioJ6LUGNJahcgtqVoGg2nY6mvFPzbph_p5Wgjawyz0Y-Zi5vLXyM_k_qX4vClGU</recordid><startdate>20201201</startdate><enddate>20201201</enddate><creator>David, Oana Alexandra</creator><creator>Costescu, Cristina</creator><creator>Cardos, Roxana</creator><creator>Mogoaşe, Cristina</creator><general>Springer US</general><general>Springer</general><general>Springer Nature B.V</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7QJ</scope><scope>7U3</scope><scope>7XB</scope><scope>88B</scope><scope>88G</scope><scope>88J</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BHHNA</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HEHIP</scope><scope>M0P</scope><scope>M2M</scope><scope>M2O</scope><scope>M2R</scope><scope>M2S</scope><scope>MBDVC</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PSYQQ</scope><scope>Q9U</scope></search><sort><creationdate>20201201</creationdate><title>How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis</title><author>David, Oana Alexandra ; Costescu, Cristina ; Cardos, Roxana ; Mogoaşe, Cristina</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c341t-a7c87d0370fbbbfed28715168a5161cbfa4300958e0896656df7ce3038b265dc3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Adolescents</topic><topic>Behavior Change</topic><topic>Behavioral Science and Psychology</topic><topic>Change agents</topic><topic>Child & adolescent mental health</topic><topic>Child and School Psychology</topic><topic>Children</topic><topic>Computer & video games</topic><topic>Computer Games</topic><topic>Educational Games</topic><topic>Educational software</topic><topic>Effect Size</topic><topic>Efficacy</topic><topic>Evidence Based Practice</topic><topic>Games</topic><topic>Health behavior</topic><topic>Health education</topic><topic>Health problems</topic><topic>Health Promotion</topic><topic>Medical technology</topic><topic>Mental Health</topic><topic>Mental health promotion</topic><topic>Meta Analysis</topic><topic>Psychology</topic><topic>Research Reports</topic><topic>Review</topic><topic>Systematic review</topic><topic>Technology</topic><topic>Teenagers</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>David, Oana Alexandra</creatorcontrib><creatorcontrib>Costescu, Cristina</creatorcontrib><creatorcontrib>Cardos, Roxana</creatorcontrib><creatorcontrib>Mogoaşe, Cristina</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>ProQuest Central (Corporate)</collection><collection>Applied Social Sciences Index & Abstracts (ASSIA)</collection><collection>Social Services Abstracts</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Education Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Social Science Database (Alumni Edition)</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>Social Science Premium Collection (Proquest) (PQ_SDU_P3)</collection><collection>ProQuest Central Essentials</collection><collection>AUTh Library subscriptions: ProQuest Central</collection><collection>Sociological Abstracts</collection><collection>ProQuest One Community College</collection><collection>Education Collection (Proquest) (PQ_SDU_P3)</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>Sociology Collection</collection><collection>Education Database</collection><collection>Psychology Database</collection><collection>Research Library</collection><collection>Social Science Database</collection><collection>Sociology Database</collection><collection>Research Library (Corporate)</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><jtitle>Child & youth care forum</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>David, Oana Alexandra</au><au>Costescu, Cristina</au><au>Cardos, Roxana</au><au>Mogoaşe, Cristina</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1271982</ericid><atitle>How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis</atitle><jtitle>Child & youth care forum</jtitle><stitle>Child Youth Care Forum</stitle><date>2020-12-01</date><risdate>2020</risdate><volume>49</volume><issue>6</issue><spage>817</spage><epage>838</epage><pages>817-838</pages><issn>1053-1890</issn><eissn>1573-3319</eissn><abstract>Background
Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear.
Objectives
We conducted a systematic review and meta-analysis aimed to offer a comprehensive picture on the evidence-based status of serious games for mental health promotion and health-related behavioral change in children and adolescents.
Method
We included 34 clinical and experimental randomized studies investigating the efficacy of serious games on mental health promotion and health-related behavioral change in children and adolescents.
Results
Results showed a small, but significant effect size with very high heterogeneity. Participants’ age, number of sessions, the length of session, and study quality significantly moderated the effect size, with younger participants, fewer and shorter sessions, and lower quality of the study being associated with higher effect sizes. The effect size was not significant for follow-up measurements.
Conclusions
The evidence supporting the use of serious games in children and adolescents for purposes of health promotion is limited. These conclusions must be considered with caution given the bias of publication. We need more adequately conducted studies testing well-specified serious games before we can draw clear conclusions.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s10566-020-09566-1</doi><tpages>22</tpages></addata></record> |
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subjects | Adolescents Behavior Change Behavioral Science and Psychology Change agents Child & adolescent mental health Child and School Psychology Children Computer & video games Computer Games Educational Games Educational software Effect Size Efficacy Evidence Based Practice Games Health behavior Health education Health problems Health Promotion Medical technology Mental Health Mental health promotion Meta Analysis Psychology Research Reports Review Systematic review Technology Teenagers |
title | How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis |
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