Annual Research Review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: the need for rigorous treatment development and clinical evaluation

Background Mental health problems in children and young people are common and can lead to poor long‐term outcomes. Despite the availability of effective psychological interventions for mental health disorders, only a minority of affected children and young people access treatment. Digital interventi...

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Veröffentlicht in:Journal of child psychology and psychiatry 2021-05, Vol.62 (5), p.584-605
Hauptverfasser: Halldorsson, Brynjar, Hill, Claire, Waite, Polly, Partridge, Kate, Freeman, Daniel, Creswell, Cathy
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container_issue 5
container_start_page 584
container_title Journal of child psychology and psychiatry
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creator Halldorsson, Brynjar
Hill, Claire
Waite, Polly
Partridge, Kate
Freeman, Daniel
Creswell, Cathy
description Background Mental health problems in children and young people are common and can lead to poor long‐term outcomes. Despite the availability of effective psychological interventions for mental health disorders, only a minority of affected children and young people access treatment. Digital interventions, such as applied games and virtual reality (VR), that target mental health problems in children and young people may hold a key to increasing access to, engagement with, and potentially the effectiveness of psychological treatments. To date, several applied games and VR interventions have been specifically developed for children and young people. This systematic review aims to identify and synthesize current data on the experience and effectiveness of applied games and VR for targeting mental health problems in children and young people (defined as average age of 18 years or below). Methods Electronic systematic searches were conducted in Medline, PsycINFO, CINAHL, and Web of Science. Results Nineteen studies were identified that examined nine applied games and two VR applications, and targeted symptoms of anxiety, depression, and phobias using both quantitative and qualitative methodologies. Existing evidence is at a very early stage and studies vary extensively in key methodological characteristics. For applied games, the most robust evidence is for adolescent depressive symptoms (medium clinical effect sizes). Insufficient research attention has been given to the efficacy of VR interventions in children and young people. Conclusions The evidence to date is at a very early stage. Despite the enthusiasm for applied games and VR, existing interventions are limited in number and evidence of efficacy, and there is a clear need for further co‐design, development, and evaluation of applied games and VR before they are routinely offered as treatments for children and young people with mental health problems.
doi_str_mv 10.1111/jcpp.13400
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Despite the availability of effective psychological interventions for mental health disorders, only a minority of affected children and young people access treatment. Digital interventions, such as applied games and virtual reality (VR), that target mental health problems in children and young people may hold a key to increasing access to, engagement with, and potentially the effectiveness of psychological treatments. To date, several applied games and VR interventions have been specifically developed for children and young people. This systematic review aims to identify and synthesize current data on the experience and effectiveness of applied games and VR for targeting mental health problems in children and young people (defined as average age of 18 years or below). Methods Electronic systematic searches were conducted in Medline, PsycINFO, CINAHL, and Web of Science. Results Nineteen studies were identified that examined nine applied games and two VR applications, and targeted symptoms of anxiety, depression, and phobias using both quantitative and qualitative methodologies. Existing evidence is at a very early stage and studies vary extensively in key methodological characteristics. For applied games, the most robust evidence is for adolescent depressive symptoms (medium clinical effect sizes). Insufficient research attention has been given to the efficacy of VR interventions in children and young people. Conclusions The evidence to date is at a very early stage. Despite the enthusiasm for applied games and VR, existing interventions are limited in number and evidence of efficacy, and there is a clear need for further co‐design, development, and evaluation of applied games and VR before they are routinely offered as treatments for children and young people with mental health problems.</description><identifier>ISSN: 0021-9630</identifier><identifier>EISSN: 1469-7610</identifier><identifier>DOI: 10.1111/jcpp.13400</identifier><identifier>PMID: 33655534</identifier><language>eng</language><publisher>England: Blackwell Publishing Ltd</publisher><subject>Access ; Adolescents ; Averages ; Child &amp; adolescent psychiatry ; Children ; Clinical assessment ; Clinical research ; Computer Simulation ; Effect Size ; Efficacy ; Evidence ; Games ; Health problems ; Intervention ; Low income groups ; Mental depression ; Mental disorders ; Mental health ; Mental health services ; qualitative methods ; Qualitative research ; RCT design ; Symptoms ; Systematic review ; Treatment methods ; Treatment needs ; treatment trials ; Virtual reality ; Young Adults ; Youth</subject><ispartof>Journal of child psychology and psychiatry, 2021-05, Vol.62 (5), p.584-605</ispartof><rights>2021 The Authors. published by John Wiley &amp; Sons Ltd on behalf of Association for Child and Adolescent Mental Health.</rights><rights>2021 The Authors. 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Results Nineteen studies were identified that examined nine applied games and two VR applications, and targeted symptoms of anxiety, depression, and phobias using both quantitative and qualitative methodologies. Existing evidence is at a very early stage and studies vary extensively in key methodological characteristics. For applied games, the most robust evidence is for adolescent depressive symptoms (medium clinical effect sizes). Insufficient research attention has been given to the efficacy of VR interventions in children and young people. Conclusions The evidence to date is at a very early stage. 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source Wiley-Blackwell Journals; Sociological Abstracts; Applied Social Sciences Index & Abstracts (ASSIA)
subjects Access
Adolescents
Averages
Child & adolescent psychiatry
Children
Clinical assessment
Clinical research
Computer Simulation
Effect Size
Efficacy
Evidence
Games
Health problems
Intervention
Low income groups
Mental depression
Mental disorders
Mental health
Mental health services
qualitative methods
Qualitative research
RCT design
Symptoms
Systematic review
Treatment methods
Treatment needs
treatment trials
Virtual reality
Young Adults
Youth
title Annual Research Review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: the need for rigorous treatment development and clinical evaluation
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