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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
Main Authors: David, Oana Alexandra, Costescu, Cristina, Cardos, Roxana, Mogoaşe, Cristina
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Language:English
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Cardos, Roxana
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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
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A Systematic Review and Meta-analysis</title><source>Applied Social Sciences Index &amp; Abstracts (ASSIA)</source><source>Education Collection (Proquest) (PQ_SDU_P3)</source><source>Social Science Premium Collection (Proquest) (PQ_SDU_P3)</source><source>Sociology Collection</source><source>Springer Link</source><source>ERIC</source><source>Sociological Abstracts</source><creator>David, Oana Alexandra ; Costescu, Cristina ; Cardos, Roxana ; Mogoaşe, Cristina</creator><creatorcontrib>David, Oana Alexandra ; Costescu, Cristina ; Cardos, Roxana ; Mogoaşe, Cristina</creatorcontrib><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. 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A Systematic Review and Meta-analysis</title><title>Child &amp; 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. 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A Systematic Review and Meta-analysis</atitle><jtitle>Child &amp; 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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source Applied Social Sciences Index & Abstracts (ASSIA); Education Collection (Proquest) (PQ_SDU_P3); Social Science Premium Collection (Proquest) (PQ_SDU_P3); Sociology Collection; Springer Link; ERIC; Sociological Abstracts
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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