Game on for mental health? Reviewing the effectiveness of applied and casual games for young people’s mental health

There are interesting avenues for future research arising from the conclusions of this paper, including better understanding from a user-experience perspective of what features or mechanics of games might be especially beneficial for mental health.

Linda Kaye and Kirsten Lawson summarise a large systematic review synthesising the effectiveness of applied and casual games on young people’s mental health.

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Can gaming interventions help treat youth depression or anxiety?

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Theo Kyriacou and Andie Ashdown summarise a systematic review which finds that gaming interventions may be useful for depression, but not anxiety, in young people.

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Screen time: Is it linked to intake of cariogenic food in children?

Polls regularly highlight 'growing fears' about children being bullied on the internet.

This review of the association between screen-time behaviour and diet, including a potentially cariogenic diet, in children younger than 12 years old includes 19 cross-sectional studies. All of the included studies suggest a relationship.

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cCBT for people with learning disabilities: Pesky gNATs #MHNR2017

Pesky Gnats

Leen Vereenooghe presents the results of an RCT of computerised cognitive behavioural therapy for people with learning disabilities, featuring the computer game “Pesky gNATs: The Feel Good Island”.

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Tetris for PTSD: behavioural intervention unlikely to vaccinate against intrusions

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Ioana Cristea disputes the claims of a recent proof-of-concept RCT, which aims to prevent intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department.

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Computer games for oral health education in young children

Behavioural and cognitive-behavioural group-based parenting interventions are effective at improving child conduct problems, parental mental health and parenting skills in the short term, in the parents of children aged 3-12.

This small RCT of a computer game to deliver oral health education in high caries risk children and families was highly satisfactory to users. Improvements in knowledge were demonstrated is the short term > however there was a high drop out rate an further studies are needed to assess change sin other groups and longer term benefits.

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Gamification for health and wellbeing

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Sasha Danilina publishes her debut blog about a recent literature review on the effectiveness of gamification applied to health and wellbeing.

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