Some video games benefit mental health for kids and teens

10/01/2024

Unlocking the Potential of Gamified Mental Health Interventions for Youth

In a comprehensive review of previous studies, researchers have uncovered promising insights into the role of video games as mental health interventions for children and adolescents. The findings suggest that while the benefits may be modest, these digital tools can serve as valuable complementary resources in addressing the growing demand for mental health support among young individuals.

Empowering Youth with Innovative Mental Health Solutions

Addressing the Mental Health Crisis Among Children and Teens

The review highlights the alarming prevalence of mental, emotional, developmental, and behavioral disorders among children and teenagers in the United States. Approximately 20% of individuals aged 3 to 17 are affected by such conditions, and the COVID-19 pandemic has further exacerbated these trends. Suicidal behaviors among high school students have also increased by more than 40% in the decade prior to 2019, underscoring the urgent need for effective interventions.Despite the rising demand for mental health care, the supply of pediatric mental health providers remains insufficient, with research indicating that even doubling the number of professionals would still not meet the growing need. This gap in access to traditional mental health services has prompted the exploration of alternative approaches, including the use of video games designed to address specific mental health conditions.

Exploring the Potential of Gamified Mental Health Interventions

The research team analyzed the use of "gamified digital mental health interventions" in randomized clinical trials involving children and adolescents with anxiety, depression, and attention-deficit/hyperactivity disorder (ADHD). These video games were specifically created with the intent of treating these mental health conditions.The researchers identified 27 such trials from the United States and around the world, involving a total of 2,911 participants between the ages of 6 and 17, with an equal representation of boys and girls. The digital mental health interventions varied in content, but all aimed to address the specific needs of individuals with ADHD, depression, and anxiety.For example, ADHD-focused games often involved racing or splitting attention, requiring the user to pay attention to multiple activities simultaneously to succeed in the gameplay. Similarly, interventions targeting depression and anxiety incorporated psychotherapy-oriented concepts into a game format, providing a more engaging and interactive approach to mental health treatment.

Evaluating the Effectiveness of Gamified Interventions

The researchers analyzed the outcomes of these video game-based interventions, using standardized effect sizes to compare their performance against control conditions. The analysis revealed that video games designed for patients with ADHD and depression provided a modest reduction in symptoms, with an effect size of 0.28 for both conditions.This effect size, while smaller than the moderate to large effects typically seen in in-person interventions, suggests that these digital tools can still be beneficial in improving attention-related abilities and reducing feelings of sadness and despair. In contrast, video games designed for anxiety did not show meaningful benefits, with an effect size of 0.07 for reducing anxiety symptoms.The researchers also examined factors that contributed to the improved effectiveness of these digital mental health interventions. Specific factors related to the delivery of the video games, such as interventions conducted on computers and those with preset time limits, were found to positively influence the therapeutic effects. Additionally, studies that involved a higher proportion of male participants also demonstrated better outcomes.

Unlocking the Potential of Gamified Mental Health Interventions

The findings of this comprehensive review suggest that while the benefits of video game-based mental health interventions may be modest, they still hold promise as complementary tools in addressing the growing demand for mental health support among children and adolescents.As pediatricians and mental health professionals face challenges in providing timely access to individual therapy, these gamified interventions can serve as valuable first steps for young individuals while they await more comprehensive care. By leveraging the engaging and interactive nature of video games, these digital tools can help improve attention-related abilities, alleviate symptoms of depression, and potentially provide a more accessible entry point to mental health support.However, the researchers caution that the accessibility of these video games remains a concern, as some are not readily available online or are behind paywalls. Additionally, the review did not provide insights into the specific reasons why certain video game interventions performed better than others, highlighting the need for further research in this emerging field.Despite these limitations, the researchers emphasize the importance of having a diverse toolbox of interventions to address the increasing demand for child and adolescent mental health care. By exploring the potential of gamified digital mental health interventions, healthcare providers and policymakers can work towards expanding the range of accessible and effective solutions to support the well-being of young individuals.