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Accepted for/Published in: JMIR Serious Games

Date Submitted: May 17, 2021
Date Accepted: Sep 10, 2021
Date Submitted to PubMed: Dec 20, 2021

The final, peer-reviewed published version of this preprint can be found here:

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

Bustillo A, Menéndez-Menéndez MI, Martinez K

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

JMIR Serious Games 2021;9(4):e30482

DOI: 10.2196/30482

PMID: 34927589

PMCID: 8726021

A systematic review of serious games for children and adolescents: awareness, prevention, detection and therapy for depression and anxiety

  • Andres Bustillo; 
  • Maria Isabel Menéndez-Menéndez; 
  • Kim Martinez

ABSTRACT

Background:

Depression and anxiety in children and adolescents are a major health problem worldwide. In recent years, serious game research has advanced in the development of tools to address these mental health conditions. However, there is not an extensive analysis of these experiences, their tendencies and capacities.

Objective:

This review aims to compile the most current serious games, published from 2015 to 2020, with a new approach focusing on its applications: awareness, prevention, detection and therapy. The purpose is also to analyze the implementation, development and evaluation of these tools to obtain trends, strengths and weaknesses for future research lines.

Methods:

The identification of the serious games through literature search was conducted on many databases. The identified records were screened to only include the manuscripts following these points: a serious game for personal computer, smartphone or virtual reality; developed by research teams; serving only depression or anxiety; aiming specifically at children or adolescents.

Results:

34 publications have been found that develop serious games for personal computer, smartphone and virtual reality devices and which are tested with children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is more treated in childhood and depression in adolescence. Regarding design, the game genres are chosen in this order: arcade minigames, adventure worlds and social simulations. For its implementation, these serious games usually require sessions of 1 hour and are played using a personal computer most often. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most articles collect and compare these data before and after the participants play.

Conclusions:

The results show that more awareness and detection games are needed, as well as games that mix these 4 applications. Besides, both mental conditions should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The experiences should always offer support while playing, besides of collecting participants behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these experiences due to the capabilities offered by this technology.


 Citation

Please cite as:

Bustillo A, Menéndez-Menéndez MI, Martinez K

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

JMIR Serious Games 2021;9(4):e30482

DOI: 10.2196/30482

PMID: 34927589

PMCID: 8726021

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© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.