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Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review
16 references·0 citing·47 second hop
Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review (2023)Therapeutic Interventions with Videogames…The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an…Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being (2021)Playing Video Games During th…Global prevalence of gaming disorder: A systematic review and meta-analysis (2020)Global prevalence of gaming d…Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study (2019)Usability, Acceptability, Fea…The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes (2019)The Importance of User Segmen…Cochrane Handbook for Systematic Reviews of Interventions (2019)Cochrane Handbook for Systema…Videogames for Emotion Regulation: A Systematic Review (2018)Videogames for Emotion Regula…Preventing Depression in Final Year Secondary Students: School-Based Randomized Controlled Trial (2017)Preventing Depression in Fina…Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial (2017)Improving late life depressio…A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education (2017)A pilot evaluation of the SPA…What is a “mapping study?” (2016)What is a “mapping study?”A randomized controlled trial comparing two cognitive-behavioral programs for adolescent girls with subclinical depression: A school-based program (Op Volle Kracht) and a computerized program (SPARX) (2016)A randomized controlled trial…Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis (2014)Game-Based Digital Interventi…The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study (2013)The Efficacy of Casual Videog…Diagnostic and Statistical Manual of Mental Disorders (2013)Diagnostic and Statistical Ma…Reality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …Practical Meta-Analysis (2000)Measuring inconsistency in meta-analyses (2003)Cochrane Handbook for Systematic Reviews of Interventions (2008)Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. (2013)Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift (2016)Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)'Scoping the scope' of a cochrane review (2011)Scoping reviews: establishing the role of the librarian (2016)A systematic mapping study on gamification applied to e-marketing (2019)Human-Centered Design Approaches in Digital Mental Health Interventions: Exploratory Mapping Review (2022)Statistical Methods for Meta-Analysis (1985)The Patient Health Questionnaire-2 (2003)Burden of Depressive Disorders by Country, Sex, Age, and Year: Findings from the Global Burden of Disease Study 2010 (2013)What is Proof of Concept Research and how does it Generate Epistemic and Ethical Categories for Future Scientific Practice? 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(1979)Prevalence, Severity, and Comorbidity of 12-Month DSM-IV Disorders in the National Comorbidity Survey Replication (2005)Prevalence of gaming disorder: A meta-analysis (2021)Global prevalence of digital addiction in general population: A systematic review and meta-analysis (2022)The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses (2022)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)How to properly use the PRISMA Statement (2021)Updating guidance for reporting systematic reviews: development of the PRISMA 2020 statement (2021)CONSORT 2025 statement: updated guideline for reporting randomised trials (2025)The Measurement of Observer Agreement for Categorical Data (1977)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Using thematic analysis in psychology (2006)Psychological and Emotional Effects of Digital Technology on Children in COVID-19 Pandemic (2021)Positive Effects of Digital Technology Use by Adolescents: A Scoping Review of the Literature (2022)Fostering generativity in platform ecosystems: How open innovation and complexity interact to influence platform adoption (2023)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)Psychometric properties of the Beck Depression Inventory: Twenty-five years of evaluation (1988)The structure of negative emotional states: Comparison of the Depression Anxiety Stress Scales (DASS) with the Beck Depression and Anxiety Inventories (1995)The Posttraumatic Stress Disorder Checklist for DSM‐5 (PCL‐5): Development and Initial Psychometric Evaluation (2015)Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Do badges increase user activity? A field experiment on the effects of gamification (2015)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)
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References

  • 2013Diagnostic and Statistical Manual of Mental Disorders116,254 cited
  • 2019Cochrane Handbook for Systematic Reviews of Interventions14,763 cited
  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews13,845 cited
  • 2020Global prevalence of gaming disorder: A systematic review and meta-analysis861 cited
  • 2011Reality is broken: why games make us better and how they can change the world721 cited
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  • 2018Videogames for Emotion Regulation: A Systematic Review292 cited
  • 2014Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis219 cited
  • 2016What is a “mapping study?”164 cited
  • 2017Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial116 cited
  • 2016A randomized controlled trial comparing two cognitive-behavioral programs for adolescent girls with subclinical depression: A school-based program (Op Volle Kracht) and a computerized program (SPARX)114 cited
  • 2017Preventing Depression in Final Year Secondary Students: School-Based Randomized Controlled Trial112 cited
  • 2013The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study104 cited
  • 2019

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The Importance of User Segmentation for Designing Digital Therapy for Adolescent Mental Health: Findings From Scoping Processes
98 cited
  • 2017A pilot evaluation of the SPARX-R gaming intervention for preventing depression and improving wellbeing among adolescents in alternative education56 cited
  • 2019Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study50 cited
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