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The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis
Alaa Abd-Alrazaq1, Eiman Al-Jafar2, Mohannad Alajlani3
1Division of Information and Computing Technology, College of Science and Engineering, Hamad Bin Khalifa University, Qatar Foundation, Doha, Qatar.
Serious games show potential for alleviating depression symptoms, with computerized CBT games proving effective compared to no intervention. However, low-quality evidence necessitates further research for definitive conclusions on serious games for depression.
Area of Science:
- Mental Health
- Digital Therapeutics
- Behavioral Science
Background:
- Depression is a prevalent mental disorder impacting mood, thoughts, and behaviors.
- Serious games, designed for therapeutic purposes beyond entertainment, are explored as non-pharmacological depression interventions.
- Previous reviews on serious games for depression have been limited by design and methodological issues.
Purpose of the Study:
- To systematically assess the effectiveness of serious games in alleviating depression symptoms.
- To synthesize and pool results from existing studies on serious games for depression treatment.
Main Methods:
- A systematic review and meta-analysis of randomized controlled trials (RCTs) following PRISMA guidelines.
- Searches conducted across 6 databases, Google Scholar, and reference lists.
- Independent review, data extraction, risk of bias, and quality appraisal by two reviewers; narrative and statistical synthesis.
Main Results:
- 16 studies included in meta-analyses from 966 initial citations.
- Very low-quality evidence indicated no significant effect of exergames versus conventional exercises (P=.12).
- Statistically and clinically significant improvements in depressive symptoms were observed with exergames and computerized CBT games compared to no intervention (P=.004 and P=.003, respectively).
Conclusions:
- Serious games demonstrate potential as active interventions for depression, comparable to other treatments.
- Definitive conclusions are hindered by high risk of bias and low evidence quality in reviewed studies.
- Recommend serious games as adjuncts to current interventions pending more robust evidence; future RCTs should adhere to guidelines and focus on depression-specific designs.
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