Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/9530, first published .
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

Authors of this article:

Steven Barnes1 Author Orcid Image ;   Julie Prescott2 Author Orcid Image

Journals

  1. Khalili-Mahani N, Smyrnova A, Kakinami L. To Each Stress Its Own Screen: A Cross-Sectional Survey of the Patterns of Stress and Various Screen Uses in Relation to Self-Admitted Screen Addiction. Journal of Medical Internet Research 2019;21(4):e11485 View
  2. Chan S, Li L, Torous J, Gratzer D, Yellowlees P. Review and Implementation of Self-Help and Automated Tools in Mental Health Care. Psychiatric Clinics of North America 2019;42(4):597 View
  3. Flogie A, Aberšek B, Kordigel Aberšek M, Sik Lanyi C, Pesek I. Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study. JMIR Serious Games 2020;8(2):e13190 View
  4. Mack I, Reiband N, Etges C, Eichhorn S, Schaeffeler N, Zurstiege G, Gawrilow C, Weimer K, Peeraully R, Teufel M, Blumenstock G, Giel K, Junne F, Zipfel S. The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity. Journal of Medical Internet Research 2020;22(4):e15725 View
  5. Ferrari M, McIlwaine S, Reynolds J, Archie S, Boydell K, Lal S, Shah J, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen R, Iyer S. Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. JMIR Research Protocols 2020;9(6):e13834 View
  6. Zayeni D, Raynaud J, Revet A. Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review. Frontiers in Psychiatry 2020;11 View
  7. Ferrari M, McIlwaine S, Jordan G, Shah J, Lal S, Iyer S. Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games. JMIR Mental Health 2019;6(5):e12418 View
  8. Heiervang E, Villabø M, Wergeland G. Cognitive behavior therapy for child and adolescent anxiety disorders. Current Opinion in Psychiatry 2018;31(6):484 View
  9. Peñuelas-Calvo I, Jiang-Lin L, Girela-Serrano B, Delgado-Gomez D, Navarro-Jimenez R, Baca-Garcia E, Porras-Segovia A. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. European Child & Adolescent Psychiatry 2022;31(1):5 View
  10. Lehtimaki S, Martic J, Wahl B, Foster K, Schwalbe N. Evidence on Digital Mental Health Interventions for Adolescents and Young People: Systematic Overview. JMIR Mental Health 2021;8(4):e25847 View
  11. Mena-Moreno T, Fernández-Aranda F, Granero R, Munguía L, Steward T, López-González H, del Pino-Gutiérrez A, Lozano-Madrid M, Gómez-Peña M, Moragas L, Giroux I, Grall-Bronnec M, Sauvaget A, Mora-Maltas B, Valenciano-Mendoza E, Menchón J, Jiménez-Murcia S. A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study. Frontiers in Psychology 2021;12 View
  12. Thabrew H, Stasiak K, Kumar H, Naseem T, Frampton C, Merry S. A Cognitive Behavioral Therapy–, Biofeedback-, and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial. JMIR Serious Games 2021;9(3):e26084 View
  13. Pinheiro J, Simões de Almeida R, Marques A. Emotional self-regulation, virtual reality and neurofeedback. Computers in Human Behavior Reports 2021;4:100101 View
  14. Weser V, Duncan L, Sands B, Schartmann A, Jacobo S, François B, Hieftje K. Evaluation of a virtual reality E-cigarette prevention game for adolescents. Addictive Behaviors 2021;122:107027 View
  15. Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 2021;8(8):e28150 View
  16. Arooj I, Munir I, Yasmeen H. Physical and mental implications of mobile phone addiction. Annales Médico-psychologiques, revue psychiatrique 2022 View
  17. Flujas-Contreras J, García-Palacios A, Gómez I. Technology in psychology: a bibliometric analysis of technology-based interventions in clinical and health psychology. Informatics for Health and Social Care 2023;48(1):47 View
  18. Town R, Hayes D, March A, Fonagy P, Stapley E. Self-management, self-care, and self-help in adolescents with emotional problems: a scoping review. European Child & Adolescent Psychiatry 2024;33(9):2929 View
  19. Silva A, Carvalho Y, Andrade J. Uso de jogos no controle de ansiedade em crianças e adolescentes: uma revisão integrativa. Revista Científica Multidisciplinar Núcleo do Conhecimento 2022:42 View
  20. Mena-Moreno T, Munguía L, Granero R, Lucas I, Fernández-Aranda F, Gómez-Peña M, Moragas L, Verdejo-García A, Menchón J, Jiménez-Murcia S. e-Estesia: A Serious Game for Reducing Arousal, Improving Emotional Regulation and Increasing Wellbeing in Individuals with Gambling Disorder. Journal of Clinical Medicine 2022;11(22):6798 View
  21. Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4 View
  22. Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz L, González-Garrido C, Porras-Segovia A. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. Current Psychiatry Reports 2022;24(1):23 View
  23. Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
  24. Choi E, Yoon E, Park M. Game-based digital therapeutics for children and adolescents: Their therapeutic effects on mental health problems, the sustainability of the therapeutic effects and the transfer of cognitive functions. Frontiers in Psychiatry 2022;13 View
  25. Gavin J, Barnes S. Research protocol for a preliminary evaluation of a gamified tool for adult wellbeing. Mental Health and Social Inclusion 2023;27(2):154 View
  26. Abd-alrazaq A, Alajlani M, Alhuwail D, Schneider J, Akhu-Zaheya L, Ahmed A, Househ M. The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis. JMIR Serious Games 2022;10(1):e29137 View
  27. Viola I, Zappalà E, Sibilio M. Using an Edugame to Develop Socio-Emotional and Perspective-Taking Skills at School. International Journal of Digital Literacy and Digital Competence 2023;13(2):1 View
  28. Jiang H, Natarajan R, Shuy Y, Rong L, Zhang M, Vallabhajosyula R. The Use of Mobile Games in the Management of Patients With Attention Deficit Hyperactive Disorder: A Scoping Review. Frontiers in Psychiatry 2022;13 View
  29. Aronson P, Nolan S, Schaeffer P, Hieftje K, Ponce K, Calhoun C. Perspectives of Adolescents and Young Adults With Sickle Cell Disease and Clinicians on Improving Transition Readiness With a Video Game Intervention. Journal of Pediatric Hematology/Oncology 2024;46(2):e147 View
  30. Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396 View
  31. Mahreen Z, Zainuldin N, Zhang M. Comprehensive synthesis of mHealth interventions in psychiatry: insights from systematic, scoping, narrative reviews and content analysis. Singapore Medical Journal 2024;65(10):536 View

Books/Policy Documents

  1. Ruiz R. Implementing Augmented Reality Into Immersive Virtual Learning Environments. View
  2. Barnes S, Prescott J. Digital Innovations for Mental Health Support. View
  3. Barnes S, Prescott J. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  4. Gavin J, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. View
  5. Vargas-Bustos J, Rechy-Ramirez E. Perspectives and Considerations on the Evolution of Smart Systems. View
  6. Barnes S, Chandler T, Salazar M. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. View