Effects of game-based digital interventions for mental disorders: A meta-analysis

被引:6
作者
Zhan, Jieni [1 ,2 ]
Liu, Caiyan [1 ,2 ]
Wang, Zhikeng [1 ,2 ]
Cai, Zhihui [1 ,2 ]
He, Jinbo [3 ]
机构
[1] Cent China Normal Univ, Sch Psychol, Wuhan 430079, Hubei, Peoples R China
[2] Minist Educ, Key Lab Adolescent Cyberpsychol & Behav CCNU, Wuhan, Peoples R China
[3] Chinese Univ Hong Kong, Sch Humanities & Social Sci, Div Appl Psychol, Shenzhen 518172, Guangdong, Peoples R China
关键词
Digital game; Mental disorder; Intervention; Three-level meta-analysis; DETECT PUBLICATION BIAS; ACTIVE VIDEO GAMES; DEPRESSION; THERAPY; IMPACT; BLIND; TRIAL; FILL;
D O I
10.1016/j.jad.2024.07.095
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
With increasing research attention on game-based digital interventions for mental disorders, a number of studies have been conducted to explore the effectiveness of digital game-based interventions on mental disorders. However, findings from previous research were inconsistent. Thus, we conducted a comprehensive meta-analytic review of the effectiveness of game-based digital interventions for mental disorders. By searching the articles in databases, we identified 53 studies in which 2433 participants were involved, and 282 effect sizes were extracted. Among the 53 studies, 14 employed within-group (pre/post) designs, and the remaining 39 utilized controlled trial designs. Using a three-level random-effects meta-analytic model, a medium effect size of game- based digital interventions (g g = 0.47, 95 % CI: 0.33, 0.61) was revealed in the controlled trial designs and a close- to-medium effect size (g = 0.45, 95 % CI: 0.32, 0.58) was found in the within-group (pre/post) designs, indicating close-to-medium-sized efficacy of game-based digital interventions for mental disorders. Moderator analyses showed that age in the controlled trial designs had contributed to the heterogeneity in previous studies, suggesting that interventions might be more effective for the elderly. However, given that only a limited number of studies were focused on the elderly, more studies with older participants should be conducted in the future to provide more robust evidence and explore the mechanisms of how digital gaming interventions can be more effective in improving mental disorders symptoms.
引用
收藏
页码:731 / 741
页数:11
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