Skip to main content

Advertisement

Log in

How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis

  • Review
  • Published:
Child & Youth Care Forum Aims and scope Submit manuscript

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.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3

Similar content being viewed by others

Data Availability

Data is not currently stored in a public repository.

References

  • Arns, M., de Ridder, S., Strehl, U., Breteler, M., & Coenen, A. (2009). Efficacy of neurofeedback treatment in ADHD: The effects on inattention, impulsivity and hyperactivity—a meta-analysis. Clinical EEG and Neuroscience, 40(3), 180–189. https://doi.org/10.1177/155005940904000311.

    Article  PubMed  Google Scholar 

  • Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T., Islam, N., Zakeri, I., ... & Demoor, C. (2003). Squire’s Quest!: Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24(1), 52–61.

    Article  PubMed  Google Scholar 

  • Baranowski, T., Baranowski, J., Thompson, D., Buday, R., Jago, R., Griffith, M. J., et al. (2011). Video game play, child diet, and physical activity behavior change: A randomized clinical trial. American Journal of Preventive Medicine, 40(1), 33–38. https://doi.org/10.1016/j.amepre.2010.09.029.

    Article  PubMed  PubMed Central  Google Scholar 

  • Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L. E., Green, C. S., et al. (2016). Games for health for children—current status and needed research. Games For Health Journal, 5(1), 1–12. https://doi.org/10.1089/g4h.2015.0026.

    Article  PubMed  PubMed Central  Google Scholar 

  • Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74–82. https://doi.org/10.1016/j.amepre.2007.09.027.

    Article  PubMed  PubMed Central  Google Scholar 

  • Bartholomew, L. K., Gold, R. S., Parcel, G. S., Czyzewski, D. I., Sockrider, M. M., Fernandez, M., ... & Swank, P. (2000). Watch, Discover, Think, and Act: Evaluation of computer-assisted instruction to improve asthma self-management in inner-city children. Patient Education and Counseling, 39(2-3), 269–280.

    Article  PubMed  Google Scholar 

  • Beale, I. L., Kato, P. M., Marin-Bowling, V. M., Guthrie, N., & Cole, S. W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41(3), 263–270.

    Article  Google Scholar 

  • Beaumont, R, Sofronoff, K. (2008). A multi-component social skills intervention for children with Asperger syndrome: The junior detective training program. Journal of Child Psychology and Psychiatry, 49, 743–753.

    Article  PubMed  Google Scholar 

  • Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2009). Fixed-effect versus random-effects models. In Introduction to meta-analysis (pp. 77–86). London: Wiley. https://doi.org/10.1002/9780470743386.ch13.

  • Bosworth, K., Espelage, D., DuBay, T., Daytner, G., & Karageorge, K. (2000). Preliminary evaluation of a multimedia violence prevention program for adolescents. American Journal of Health Behavior, 24(4), 268–280.

    Article  Google Scholar 

  • Brown, S. J., Lieberman, D. A., Gemeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997). Educational video game for juvenile diabetes: Results of a controlled trial. Medical Informatics, 22(1), 77–89.

    Article  PubMed  Google Scholar 

  • Cartreine, J. A., Ahern, D. K., & Locke, S. E. (2010). A roadmap to computer-based psychotherapy in the United States. Harvard Review of Psychiatry, 18(2), 80–95. https://doi.org/10.3109/10673221003707702.

    Article  PubMed  Google Scholar 

  • Ceranoglu, T. A. (2010). Star Wars in psychotherapy: Video games in the office. Academic Psychiatry : The Journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry, 34(3), 233–236. https://doi.org/10.1176/appi.ap.34.3.233.

    Article  Google Scholar 

  • Chambless, D. L., & Hollon, S. D. (1998). Defining empirically supported therapies. Journal of Consulting and Clinical Psychology, 66(1), 7–18.

    Article  PubMed  Google Scholar 

  • Clarke, S., Arnab, S., Dunwell, I., & Brown, K. (2012). PR: EPARe: A game-based approach to relationship guidance for adolescents. Procedia Computer Science, 15, 38–44.

    Article  Google Scholar 

  • Cohen, J. (1988). Statistical power analysis for the behavioral sciences (p. 2). Hilsdale, NJ: Lawrence Earlbaum Associates.

    Google Scholar 

  • Cole, S. W., Yoo, D. J., & Knutson, B. (2012). Interactivity and reward-related neural activation during a serious videogame. PLoS One, 7(3), e33909.

    Article  PubMed  PubMed Central  Google Scholar 

  • Collishaw, S., Maughan, B., Natarajan, L., & Pickles, A. (2010). Trends in adolescent emotional problems in England: A comparison of two national cohorts twenty years apart. Journal of Child Psychology and Psychiatry, 51(8), 885–894. https://doi.org/10.1111/j.1469-7610.2010.02252.x.

    Article  PubMed  Google Scholar 

  • Compton, S. N., March, J. S., Brent, D., Albano, A. M., Weersing, V. R., & Curry, J. (2004). Cognitive-behavioral psychotherapy for anxiety and depressive disorders in children and adolescents: An evidence-based medicine review. Journal of the American Academy of Child and Adolescent Psychiatry, 43(8), 930–959. https://doi.org/10.1097/01.chi.0000127589.57468.bf.

    Article  PubMed  Google Scholar 

  • Cooper, H., Hedges, L. V., & Valentine, J. C. (2009). The handbook of research synthesis and meta-analysis. New York: Russell Sage Foundation.

    Google Scholar 

  • Coyle, D., Doherty, G., & Sharry, J. (2009). An evaluation of a solution focused computer game in adolescent interventions. Clinical Child Psychology and Psychiatry, 14(3), 345–360. https://doi.org/10.1177/1359104508100884.

    Article  PubMed  Google Scholar 

  • Crenshaw, D. A. (2008). Therapeutic engagement of children and adolescents: Play, symbol, drawing, and storytelling strategies. Incorporated: Jason Aronson.

    Google Scholar 

  • Cuijpers, P., Smit, F., Bohlmeijer, E., Hollon, S. D., & Andersson, G. (2010). Efficacy of cognitive–behavioural therapy and other psychological treatments for adult depression: Meta-analytic study of publication bias. The British Journal of Psychiatry, 196(3), 173–178. https://doi.org/10.1192/bjp.bp.109.066001.

    Article  PubMed  Google Scholar 

  • DeShazo, J., Harris, L., & Pratt, W. (2010). Effective intervention or child’s play? A review of video games for diabetes education. Diabetes Technology & Therapeutics, 12(10), 815–822. https://doi.org/10.1089/dia.2010.0030.

    Article  Google Scholar 

  • DeSmet, A., Shegog, R., Van Ryckeghem, D., Crombez, G., & De Bourdeaudhuij, I. (2014a). A systematic review and meta-analysis of interventions for sexual health promotion involving serious digital games. Games for Health Journal, 4(2), 78–90. https://doi.org/10.1089/g4h.2014.0110.

    Article  PubMed  Google Scholar 

  • DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., et al. (2014b). A meta-analysis of serious digital games for healthy lifestyle promotion. Preventive Medicine, 69(Supplement C), 95–107. https://doi.org/10.1016/j.ypmed.2014.08.026.

    Article  PubMed  PubMed Central  Google Scholar 

  • Dias, M., & Agante, L. (2011). Can advergames boost children's healthier eating habits? A comparison between healthy and non-healthy food. Journal of Consumer Behaviour, 10(3), 152–160.

    Article  Google Scholar 

  • Drechsler, R., Straub, M., Doehnert, M., Heinrich, H., Steinhausen, H. C., & Brandeis, D. (2007). Controlled evaluation of a neurofeedback training of slow cortical potentials in children with attention deficit/hyperactivity disorder (ADHD). Behavioral and Brain Functions, 3(1), 35.

    Article  Google Scholar 

  • Duval, S., & Tweedie, R. (2000). Trim and fill: A simple funnel-plot–based method of testing and adjusting for publication bias in meta-analysis. Biometrics, 56(2), 455–463. https://doi.org/10.1111/j.0006-341X.2000.00455.x.

    Article  PubMed  Google Scholar 

  • Farrell, L. J., & Barrett, P. M. (2007). Prevention of childhood emotional disorders: Reducing the burden of suffering associated with anxiety and depression. Child and Adolescent Mental Health, 12(2), 58–65. https://doi.org/10.1111/j.1475-3588.2006.00430.x.

    Article  PubMed  Google Scholar 

  • Ferguson, C. J. (2009). Is psychological research really as good as medical research? Effect size comparisons between psychology and medicine. Review of General Psychology, 13(2), 130–136.

    Article  Google Scholar 

  • Fleming, T., Dixon, R., Frampton, C., & Merry, S. (2012). A pragmatic randomized controlled trial of computerized CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education. Behavioural and Cognitive Psychotherapy, 40(5), 529–541.

    Article  PubMed  Google Scholar 

  • Folkvord, F., Anschütz, D. J., Buijzen, M., & Valkenburg, P. M. (2013). The effect of playing advergames that promote energy-dense snacks or fruit on actual food intake among children. The American Journal of Clinical Nutrition, 97(2), 239–245.

    Article  PubMed  Google Scholar 

  • Fuchslocher, A., Niesenhaus, J., & Krämer, N. (2011). Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus. Entertainment Computing, 2(2), 97–101.

    Article  Google Scholar 

  • Gamberini, L., Barresi, G., Maier, A., & Scarpetta, F. (2008). A game a day keeps the doctor away: A short review of computer games in mental healthcare. Journal of CyberTherapy and Rehabilitation, 1(2), 127–145.

    Google Scholar 

  • Gentile, D. A., & Walsh, D. A. (2002). A normative study of family media habits. Journal of Applied Developmental Psychology, 23(2), 157–178. https://doi.org/10.1016/S0193-3973(02)00102-8.

    Article  Google Scholar 

  • Gevensleben, H., Holl, B., Albrecht, B., Vogel, C., Schlamp, D., Kratz, O., ... & Heinrich, H. (2009). Is neurofeedback an efficacious treatment for ADHD? A randomised controlled clinical trial. Journal of Child Psychology and Psychiatry, 50(7), 780–789.

    Article  PubMed  Google Scholar 

  • Goh, D. H., Ang, R. P., & Tan, H. C. (2008). Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. Computers in Human Behavior, 24(5), 2217–2235. https://doi.org/10.1016/j.chb.2007.10.007.

    Article  Google Scholar 

  • Goodman, A., Joyce, R., & Smith, J. P. (2011). The long shadow cast by childhood physical and mental problems on adult life. Proceedings of the National Academy of Sciences, 108(15), 6032–6037. https://doi.org/10.1073/pnas.1016970108.

    Article  Google Scholar 

  • Gould, M. S., Munfakh, J. L. H., Lubell, K., Kleinman, M., & Parker, S. (2002). Seeking help from the internet during adolescence. Journal of the American Academy of Child and Adolescent Psychiatry, 41(10), 1182–1189. https://doi.org/10.1097/00004583-200210000-00007.

    Article  PubMed  Google Scholar 

  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. The American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857.

    Article  PubMed  Google Scholar 

  • Guse, K., Levine, D., Martins, S., Lira, A., Gaarde, J., Westmorland, W., et al. (2012). Interventions using new digital media to improve adolescent sexual health: A systematic review. The Journal of Adolescent Health: Official Publication of the Society for Adolescent Medicine, 51(6), 535–543. https://doi.org/10.1016/j.jadohealth.2012.03.014.

    Article  Google Scholar 

  • Guy, S., Ratzki-Leewing, A., & Gwadry-Sridhar, F. (2011). Moving beyond the stigma: Systematic review of video games and their potential to combat obesity. International Journal of Hypertension, 2011, 179124. https://doi.org/10.4061/2011/179124.

    Article  PubMed  PubMed Central  Google Scholar 

  • Hedges, L. V. (1981). Distribution theory for glass’s estimator of effect size and related estimators. Journal of Educational Statistics, 6(2), 107–128. https://doi.org/10.3102/10769986006002107.

    Article  Google Scholar 

  • Hedges, L. V., & Olkin, I. (1985). Statistical methods for meta-analysis. London: Academic Press.

    Google Scholar 

  • Higgins, J. P. T., & Green, S. (2011). Cochrane handbook for systematic reviews of interventions. London: Wiley.

    Google Scholar 

  • Higgins, J. P. T., Thompson, S. G., Deeks, J. J., & Altman, D. G. (2003). Measuring inconsistency in meta-analyses. BMJ: British Medical Journal, 327(7414), 557–560.

    Article  PubMed  PubMed Central  Google Scholar 

  • Horgan, Á., & Sweeney, J. (2010). Young students’ use of the Internet for mental health information and support. Journal of Psychiatric and Mental Health Nursing, 17(2), 117–123. https://doi.org/10.1111/j.1365-2850.2009.01497.x.

    Article  PubMed  Google Scholar 

  • Horne-Moyer, H. L., Moyer, B. H., Messer, D. C., & Messer, E. S. (2014). The use of electronic games in therapy: A review with clinical implications. Current Psychiatry Reports, 16(12), 520. https://doi.org/10.1007/s11920-014-0520-6.

    Article  PubMed  PubMed Central  Google Scholar 

  • Huss, K., Winkelstein, M., Nanda, J., Naumann, P. L., Sloand, E. D., & Huss, R. W. (2003). Computer game for inner-city children does not improve asthma outcomes. Journal of Pediatric Health Care, 17(2), 72–78.

    Article  PubMed  Google Scholar 

  • Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), e305–e317. https://doi.org/10.1542/peds.2007-3134.

    Article  PubMed  Google Scholar 

  • Kharrazi, H., Lu, A. S., Gharghabi, F., & Coleman, W. (2012). A scoping review of health game research: Past, present, and future. Games for Health Journal, 1(2), 153–164. https://doi.org/10.1089/g4h.2012.0011.

    Article  PubMed Central  Google Scholar 

  • Knopf, D., Park, M. J., & Mulye, T. P. (2008). The mental health of adolescents: A national profile, 2008. San Francisco, CA: National Adolescent Health Information Center. https://pdfs.semanticscholar.org/8619/3766e17c9e5e834dca8120d5896cefe20be4.pdf

  • Kumar, V. S., Wentzell, K. J., Mikkelsen, T., Pentland, A., & Laffel, L. M. (2004). The DAILY (Daily Automated Intensive Log for Youth) trial: A wireless, portable system to improve adherence and glycemic control in youth with diabetes. Diabetes Technology & Therapeutics, 6(4), 445–453.

    Article  Google Scholar 

  • Kvarven, A., Strømland, E., Wollbrant, C., Andersson, D., Johannesson, M., Tinghög, G., ... & Myrseth, K. O. R. (2020). The intuitive cooperation hypothesis revisited: A meta-analytic examination of effect size and between-study heterogeneity. Journal of the Economic Science Association, 1–16.

  • Li, W. H., Chung, J. O., & Ho, E. K. (2011). The effectiveness of therapeutic play, using virtual reality computer games, in promoting the psychological well-being of children hospitalised with cancer. Journal of Clinical Nursing, 20(15–16), 2135–2143.

    Article  PubMed  Google Scholar 

  • Light, R. J., & Pillemer D. B. (1984). Summing Up—The Science of Reviewing Research. Cambridge, MA, USA: Harvard University Press. http://www.hup.harvard.edu/catalog.php?isbn=9780674854314&content=reviews

  • Lu, A. S., Baranowski, T., Thompson, D., & Buday, R. (2012). Story immersion of videogames for youth health promotion: A review of literature. Games for Health Journal, 1(3), 199–204. https://doi.org/10.1089/g4h.2011.0012.

    Article  PubMed  PubMed Central  Google Scholar 

  • Mcfarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education process. http://www.teem.org.uk/publications/teem_gamesined_full.pdf

  • McPherson, A. C., Glazebrook, C., Forster, D., James, C., & Smyth, A. (2006). A randomized, controlled trial of an interactive educational computer package for children with asthma. Pediatrics, 117(4), 1046–1054.

    Article  PubMed  Google Scholar 

  • Merikangas, K. R., He, J., Burstein, M., Swanson, S. A., Avenevoli, S., Cui, L., et al. (2010). Lifetime prevalence of mental disorders in U.S. adolescents: Results from the National Comorbidity Survey replication–adolescent supplement (NCS-A). Journal of the American Academy of Child and Adolescent Psychiatry, 49(10), 980–989. https://doi.org/10.1016/j.jaac.2010.05.017.

    Article  PubMed  PubMed Central  Google Scholar 

  • Merry, S. N., Stasiak, K., Shepherd, M., Frampton, C., Fleming, T., & Lucassen, M. F. G. (2012). The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: Randomised controlled non-inferiority trial. BMJ, 344, e2598. https://doi.org/10.1136/bmj.e2598.

    Article  PubMed  PubMed Central  Google Scholar 

  • Newman, M. G., Szkodny, L. E., Llera, S. J., & Przeworski, A. (2011). A review of technology-assisted self-help and minimal contact therapies for anxiety and depression: Is human contact necessary for therapeutic efficacy? Clinical Psychology Review, 31(1), 89–103. https://doi.org/10.1016/j.cpr.2010.09.008.

    Article  PubMed  Google Scholar 

  • NPD Group. (2011). The video game industry is adding 2-17 year-old gamers at a rate higher than that age group’s population growth [press release]. https://www.npd.com/wps/portal/npd/us/news/press-releases/pr_111011/—References—Scientific Research Publish. (n.d.). Retrieved September 27, 2017, from http://www.scirp.org/(S(351jmbntvnsjt1aadkposzje))/reference/ReferencesPapers.aspx?ReferenceID=1056382

  • Panic, K., Cauberghe, V., & De Pelsmacker, P. (2014). Promoting dental hygiene to children: Comparing traditional and interactive media following threat appeals. Journal of Health Communication, 19(5), 561–576.

    Article  PubMed  Google Scholar 

  • Pao, M., & Bosk, A. (2011). Anxiety in medically ill children/adolescents. Depression and Anxiety, 28(1), 40–49. https://doi.org/10.1002/da.20727.

    Article  PubMed  Google Scholar 

  • Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603–622. https://doi.org/10.1016/j.compedu.2009.04.001.

    Article  Google Scholar 

  • Paperny, D. M., & Starn, J. R. (1989). Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics, 83(5), 742–752.

    PubMed  Google Scholar 

  • Pempek, T. A., & Calvert, S. L. (2009). Tipping the balance: Use of advergames to promote consumption of nutritious foods and beverages by low-income African American children. Archives of Pediatrics and Adolescent Medicine, 163(7), 633–637. https://doi.org/10.1001/archpediatrics.2009.71.

    Article  PubMed  Google Scholar 

  • Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M., et al. (2012). Role of video games in improving health-related outcomes: A systematic review. American Journal of Preventive Medicine, 42(6), 630–638. https://doi.org/10.1016/j.amepre.2012.02.023.

    Article  PubMed  PubMed Central  Google Scholar 

  • Przeworski, A., & Newman, M. G. (2006). Efficacy and utility of computer-assisted cognitive behavioural therapy for anxiety disorders. Clinical Psychologist, 10(2), 43–53. https://doi.org/10.1080/13284200500378779.

    Article  Google Scholar 

  • Rahmani, E., & Boren, S. A. (2012). Videogames and health improvement: A literature review of randomized controlled trials. Games for Health Journal, 1(5), 331–341. https://doi.org/10.1089/g4h.2012.0031.

    Article  PubMed  Google Scholar 

  • Riley, R. D., Higgins, J. P. T., & Deeks, J. J. (2011). Interpretation of random effects meta-analyses. BMJ, 342, d549. https://doi.org/10.1136/bmj.d549.

    Article  PubMed  Google Scholar 

  • Shames, R. S., Sharek, P., Mayer, M., Robinson, T. N., Hoyte, E. G., Gonzalez-Hensley, F., ... & Umetsu, D. T. (2004). Effectiveness of a multicomponent self-management program in at-risk, school-aged children with asthma. Annals of Allergy, Asthma & Immunology, 92(6), 611–618.

    Article  Google Scholar 

  • Shegog, R., Bartholomew, L. K., Parcel, G. S., Sockrider, M. M., Mâsse, L., & Abramson, S. L. (2001). Impact of a computer-assisted education program on factors related to asthma selfmanagement behavior. Journal of the American Medical Informatics Association, 8(1), 49–61.

    Article  PubMed  PubMed Central  Google Scholar 

  • Sherer, M. (1995). The effect of computerized simulation games on the moral development of youth in distress. Computers in Human Services, 11(1-2), 81–95.

    Article  Google Scholar 

  • Simonsohn, U., Nelson, L. D., & Simmons, J. P. (2014). P-curve: A key to the file-drawer. Journal of Experimental Psychology: General, 143, 534–547. https://doi.org/10.1037/a0033242.

    Article  Google Scholar 

  • Steiner, N. J., Frenette, E. C., Rene, K. M., Brennan, R. T., & Perrin, E. C. (2014). In-school neurofeedback training for ADHD: Sustained improvements from a randomized control trial. Pediatrics, 133(3), 483–492. https://doi.org/10.1542/peds.2013-2059.

    Article  PubMed  Google Scholar 

  • Steiner, N. J., Sheldrick, R. C., Gotthelf, D., & Perrin, E. C. (2011). Computer-based attention training in the schools for children with attention deficit/hyperactivity disorder: A preliminary trial. Clinical Pediatrics, 50(7), 615–622.

    Article  PubMed  Google Scholar 

  • Tanaka, J. W., Wolf, J. M., Klaiman, C., Koenig, K., Cockburn, J., Herlihy, L., ... & Schultz, R. T. (2010). Using computerized games to teach face recognition skills to children with autism spectrum disorder: The Let’s Face It! program. Journal of Child Psychology and Psychiatry, 51(8), 944–952.

    Article  PubMed  Google Scholar 

  • Todirita, I. R., & Lupu, V. (2013). Gambling prevention program among children. Journal of Gambling Studies, 29(1), 161–169.

    Article  PubMed  Google Scholar 

  • Turnin, M. C., Tauber, M. T., Couvaras, O., Jouret, B., Bolzonella, C., Bourgeois, O., et al. (2001). Evaluation of microcomputer nutritional teaching games in 1876 children at school. Diabetes & Metabolism, 27(4 Pt 1), 459–464.

    Google Scholar 

  • Verbeken, S., Braet, C., Goossens, L., & Van der Oord, S. (2013). Executive function training with game elements for obese children: A novel treatment to enhance self-regulatory abilities for weight-control. Behaviour Research and Therapy, 51(6), 290–299.

    Article  PubMed  Google Scholar 

  • Wilkinson, N., Ang, R. P., & Goh, D. H. (2008). Online video game therapy for mental health concerns: A Review. International Journal of Social Psychiatry, 54(4), 370–382. https://doi.org/10.1177/0020764008091659.

    Article  PubMed  Google Scholar 

  • Williamson, A. (2007). Using self-report measures in neurobehavioural toxicology: Can they be trusted? NeuroToxicology, 28(2), 227–234. https://doi.org/10.1016/j.neuro.2006.03.009.

    Article  PubMed  Google Scholar 

  • Yien, J. M., Hung, C. M., Hwang, G. J., & Lin, Y. C. (2011). A game-based learning approach to improving students' learning achievements in a Nutrition course. Turkish Online Journal of Educational Technology-TOJET, 10(2), 1–10.

    Google Scholar 

Download references

Acknowledgements

This work was supported by a grant awarded to David Oana Alexandra from the Romanian National Authority for Scientific Research, CNCS – UEFISCDI, project number PN-II-PT-PCCA-2013-4-1937.

Funding

This work was supported by a grant awarded to Oana A. David from the Romanian National Authority for Scientific Research, CNCS – UEFISCDI [Grant Number PN-II-PT-PCCA-2013-4-1937].

Author information

Authors and Affiliations

Authors

Contributions

We confirm that the manuscript has been read and approved by all named authors and that there are no other persons who satisfied the criteria for authorship but are not listed. We further confirm that the order of authors listed in the manuscript has been approved by all of us. Contributions: The 1st author contributed to the design of the study, coding system, literature search, interpretation of data, and manuscript writing; the 2nd author brought contributions to the literature search, coding, and manuscript writing; the 3rd author brought contributions to the literature search, data coding, and manuscript writing; the 4th author brought contributions to the literature search, data coding, data analysis, interpretation of data, and manuscript writing.

Corresponding author

Correspondence to Oana Alexandra David.

Ethics declarations

Conflicts of interest

We wish to confirm that there are no known conflicts of interest associated with this publication.

Ethics Approval and Consent

This is a review study. The BBU Research Ethics Committee has confirmed that no ethical approval/consent is required.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

David, O.A., Costescu, C., Cardos, R. et al. 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, 817–838 (2020). https://doi.org/10.1007/s10566-020-09566-1

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10566-020-09566-1

Keywords

Navigation