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dc.rights.licenseopenen_US
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorVIE, Clara
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorGOVINDIN RAMASSAMY, Kyllian
dc.contributor.authorTHELLIER, Dimitri
dc.contributor.authorLABROSSE, David
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorMONTAGNI, Ilaria
ORCID: 0000-0003-0076-0010
IDREF: 258573880
dc.date.accessioned2024-03-11T14:47:05Z
dc.date.available2024-03-11T14:47:05Z
dc.date.issued2024-01-01
dc.identifier.issn2055-2076 (Print) 2055-2076 (Electronic) 2055-2076 (Linking)en_US
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/188687
dc.description.abstractEnObjectives: Digital games are a popular form of entertainment for youth. They are often used as a therapy for psychological problems, a mental health promotion intervention, and a preventative measure. Systematic reviews and meta-analyses have been conducted to assess the effectiveness of mental health-related digital games. However, a synthesis considering all evaluation results to inform their development is missing. Methods: We performed a review of reviews to synthetize results of previous research to describe the impact of digital games on the mental health of young people aged <30 years old. We considered systematic reviews and meta-analyses published between 2012 and 2022. Searches were conducted in Scopus, Google Scholar, Pubmed, and Cochrane library systematic reviews (CENTRAL) during October 2023. Results: Our final selection included 10 systematic reviews and meta-analyses on interventions targeting youth of both sexes aged 2-29 years old across the world. In total, 218 interventions were identified. Selected articles reported different types of games, e.g., active and non-active video games, virtual reality games, serious games. Not all digital games were conscientiously evaluated, but, in general, their impact on mental health was positive. Regarding the quality, 5 studies were of high quality, 3 of moderate quality and 2 of low quality. Conclusions: Overall, elements of gamification were well-accepted, but they lacked assessment through rigorous experimental conditions. Digital games for mental health are promising, but in order to be consistently effective in promoting young people's mental health and prevent psychological diseases, they should present specific features.
dc.description.sponsorshipCo-création et évaluation d'une Escape Room numérique pour les étudiants sur la santé mentale à l'ère du Covid-19 - ANR-21-CE36-0011en_US
dc.description.sponsorshipUniversity of Bordeaux Graduate School in Digital Public Health - ANR-17-EURE-0019en_US
dc.language.isoENen_US
dc.rightsAttribution-NonCommercial 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/3.0/us/*
dc.subject.enDigital
dc.subject.engame
dc.subject.enyoung
dc.subject.enmental health
dc.subject.enreview
dc.title.enEffectiveness of digital games promoting young people's mental health: A review of reviews
dc.title.alternativeDigit Healthen_US
dc.typeArticle de revueen_US
dc.identifier.doi10.1177/20552076231220814en_US
dc.subject.halSciences du Vivant [q-bio]/Santé publique et épidémiologieen_US
dc.identifier.pubmed38323239en_US
bordeaux.journalDigital Healthen_US
bordeaux.page20552076231220814en_US
bordeaux.volume10en_US
bordeaux.hal.laboratoriesBordeaux Population Health Research Center (BPH) - UMR 1219en_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.institutionINSERMen_US
bordeaux.teamHEALTHY_BPHen_US
bordeaux.peerReviewedouien_US
bordeaux.inpressnonen_US
hal.identifierhal-04499907
hal.version1
hal.date.transferred2024-03-11T14:47:09Z
hal.popularnonen_US
hal.audienceInternationaleen_US
hal.exporttrue
dc.rights.ccPas de Licence CCen_US
bordeaux.COinSctx_ver=Z39.88-2004&amp;rft_val_fmt=info:ofi/fmt:kev:mtx:journal&amp;rft.jtitle=Digital%20Health&amp;rft.date=2024-01-01&amp;rft.volume=10&amp;rft.spage=20552076231220814&amp;rft.epage=20552076231220814&amp;rft.eissn=2055-2076%20(Print)%202055-2076%20(Electronic)%202055-2076%20(Linking)&amp;rft.issn=2055-2076%20(Print)%202055-2076%20(Electronic)%202055-2076%20(Linking)&amp;rft.au=VIE,%20Clara&amp;GOVINDIN%20RAMASSAMY,%20Kyllian&amp;THELLIER,%20Dimitri&amp;LABROSSE,%20David&amp;MONTAGNI,%20Ilaria&amp;rft.genre=article


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