Targeted video games may help reduce symptoms of attention-deficit/hyperactivity disorder (ADHD) and depression in children and adolescents, new review and meta-analysis suggest It was done.
Video game-based or “gamified” digital mental health interventions (DMHI) were associated with modest improvements in ADHD symptoms and depression, but researchers found no significant effect in treating anxiety disorders. was not found.
“Studies show that these video games are at least effective for ADHD and depression, but probably not for anxiety,'' said Dr. Barry Bryant, of the Department of Psychiatry and Behavioral Sciences at Johns Hopkins University School of Medicine in Baltimore. “It is shown in this,” he said. Medscape Medical News.
“These results may help clinicians make recommendations to patients and parents about the effectiveness of using these video games to treat mental health conditions.”
The study results were presented on May 6, 2024, at the 2024 Annual Meeting of the American Psychiatric Association (APA).
big problem
Bryant said childhood mental illness is a “huge problem”, with about 20% of children facing some kind of mental health problem, such as ADHD, anxiety or depression. Unfortunately, these young people typically have to wait a while to see a health care provider, he added.
Bryant said DMHI may be an option to consider in the near term to meet the growing demand for treatment.
Gamified DMHI is similar to other video games in that players level up on a digital platform and earn rewards based on their progress. However, they were created specifically to target specific mental health conditions.
For example, an ADHD game may require the user to complete activities that increasingly require attention. Games focused on depression may incorporate mindfulness or meditation practices, or cognitive behavioral elements.
Bryant said experts in child psychiatry are involved in developing these games, along with experts in business and video game technology.
But the question is, do these games really work?
Effective for ADHD and depression
Researchers have identified gamification as a treatment for anxiety, depression, and/or ADHD in people under 18 years of age, published between January 1, 1990 and April 7, 2023. Approximately 30 randomized controlled trials of DMHI were reviewed.
This study tested a variety of gamified DMHIs that met the inclusion criteria of a control condition, a digital game intervention, sufficient data to calculate effect sizes, and availability in English.
A meta-analysis was performed to examine the therapeutic effects of gamified DMHI on ADHD, depression, and anxiety. For all studies, effective treatments were compared to control conditions using Hedges' g to measure effect size and his 95% CI.
Bryant pointed out that there is significant heterogeneity in treatment effects between studies and corresponding gamified interventions.
This study found that the gamified DMHI had a moderate therapeutic effect in treating ADHD (pooled g = 0.280; P = .005) and depression (pooled g = 0.279; P = .005) in children and adolescents.
However, games targeting anxiety do not seem to have the same positive effect (pooled g = 0.074; P = .197).
The results suggest that gaming “shows potential and promise” for certain mental health conditions, and could serve as a “bridge” to access more traditional treatments. Bryant said.
“Maybe this can help children until they see a psychiatrist, or it could be part of a comprehensive treatment plan,” he says.
The goal is to “create something that makes people want to play and engage,” especially for kids who don't want to sit in a therapist's office.
Bryant said the results will provide clinicians with information they can use in their practice, adding that the team hopes to publish their findings.
gain traction
To comment Medscape Medical NewsJames Scherer, M.D., medical director of addiction psychiatry at Atlantic Health System's Overlook Medical Center, said this study shows that the literature supports video games, and that these games are leading the way in this field. “It's attracting attention,” he said.
He noted that one such game, EndeavorRx, was one of the first apps approved by the U.S. Food and Drug Administration to treat ADHD in youth ages 8 to 17.
According to the company's website, EndeavorRx challenges players to chase mystical creatures, race across different worlds, and build their own worlds while using “boosts” to solve problems.
By being encouraged to participate in a particular activity, “the idea is that a certain level of executive function is being exercised, and you're going to do it over and over again,” Scherer said.
Users and their parents have reported improvement in their ADHD symptoms after playing the game. One of the studies included in the review found that 73% of children who played Endeavor Rx reported improved attention.
The company said no serious adverse events were seen in clinical trials of EndeavorRx.
Scherer noted that many child psychiatrists play some kind of video game with young patients who may be on the autism spectrum or have learning disabilities.
“It may be one of the few ways to communicate and bond effectively with patients,” he says.
Despite video games' reputation for being violent and associated with “toxic subcultures,” they have many benefits and can be “rejuvenating” for patients of all ages, Scherer added. Ta.
No relevant conflicts of interest were disclosed.