Serious games for the treatment or prevention of depression: a systematic review

Authors

  • Theresa M. Fleming Department of Psychological Medicine, University of Auckland, Auckland, New Zealand Department of Paediatrics: Child and Youth Health, University of Auckland, Auckland, New Zealand
  • Colleen Cheek University of Tasmania Rural Clinical School, Burnie, TAS 7320, Australia
  • Sally N. Merry Department of Psychological Medicine, University of Auckland, Auckland, New Zealand
  • Hiran Thabrew Department of Psychological Medicine, University of Auckland, Auckland, New Zealand
  • Heather Bridgman University of Tasmania Centre for Rural Health, Launceston, TAS 7250, Australia
  • Karolina Stasiak Department of Psychological Medicine, University of Auckland, Auckland, New Zealand
  • Matthew Shepherd School of Counselling, Human Services and Social Work Faculty of Education, University of Auckland, Auckland, New Zealand
  • Yael Perry Black Dog Institute, University of New South Wales, Hospital Rd, Randwick NSW 2031 Australia
  • Sarah Hetrick Orygen Youth Health Research Centre, Centre for Youth Mental Health, University of Melbourne, Parkville, Victoria 3052, Australia

DOI:

https://doi.org/10.5944/rppc.vol.19.num.3.2014.13904

Keywords:

Depression, adolescents, computerised CBT, serious gaming, e-therapy.

Abstract

Serious games (computerised interventions which utilise gaming for serious purposes) have been shown to support improved outcomes in several health conditions. We aimed to review evidence regarding serious games for depression. We undertook electronic searches of PsycInfo, EMBASE and Medline, using terms relevant to computer games and depression. We included fulltext articles published in English in peer-reviewed literature since 2000, where the intervention was designed to treat or prevent depression and which included pre-and post-intervention measurement of depression. Nine studies relating to a total of six interventions met inclusion criteria. Most studies were small and were carried out by the developers of the programs. All were tested with young people (ages between 9 and 25 years). Most reported promising results with some positive impact on depression although one universal program had mixed results. Serious gaming interventions show promise for depression, however evidence is currently very limited.

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How to Cite

Fleming, T. M., Cheek, C., Merry, S. N., Thabrew, H., Bridgman, H., Stasiak, K., … Hetrick, S. (2015). Serious games for the treatment or prevention of depression: a systematic review. Journal of Psychopathology and Clinical Psychology   , 19(3), 227–242. https://doi.org/10.5944/rppc.vol.19.num.3.2014.13904

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Section

Original research articles

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