Biofeedback-based Digital Games and Well-being in Childhood: A Systematic Review
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Summary
This summary is machine-generated.Biofeedback-based digital games effectively treat youth mental health issues by reducing symptoms and improving emotion regulation. These engaging interventions show promise for widespread use in clinical and universal settings.
Area Of Science
- Digital Health
- Child and Adolescent Psychiatry
- Behavioral Medicine
Background
- Youth mental health challenges are increasing.
- Digital games offer engaging therapeutic avenues.
- Biofeedback integrates physiological data into gameplay.
Purpose Of The Study
- To review evidence on biofeedback-based digital games for youth mental health.
- To evaluate their efficacy in treatment and well-being promotion.
Main Methods
- Systematic search of four databases (CINAHL, PsycInfo, PubMed Central, Web of Science).
- Inclusion of 16 studies out of 604 unique records.
- Focus on 7 generalizable studies using cardiac biofeedback games.
Main Results
- Biofeedback games reduced internalizing symptoms, externalizing behaviors, and psychopathology in clinical youth.
- Evidence suggests effectiveness in promoting emotion regulation skills as a universal intervention.
- Games like Dojo, emWave, Mightier, RAGE-Control, and Wild Divine showed positive outcomes.
Conclusions
- Biofeedback-based digital games are effective interventions for youth mental health.
- Further research is needed for school-based settings, interim treatment, and cost-benefit analysis.
- These games hold potential for insurance coverage and broader implementation.

