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 |
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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 |
format | Article |
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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.</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 & 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 & Sons Ltd on behalf of Association for Child and Adolescent Mental Health.</rights><rights>2021 The Authors. Journal of Child Psychology and Psychiatry published by John Wiley & Sons Ltd on behalf of Association for Child and Adolescent Mental Health.</rights><rights>2021. This article is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c3080-de9e14f74451228f5a77502a5f5c27517cab2349734cbec3e41af38446e38f133</citedby><cites>FETCH-LOGICAL-c3080-de9e14f74451228f5a77502a5f5c27517cab2349734cbec3e41af38446e38f133</cites><orcidid>0000-0002-1967-8028 ; 0000-0001-7481-7687 ; 0000-0003-1889-0956 ; 0000-0002-2541-2197</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1111%2Fjcpp.13400$$EPDF$$P50$$Gwiley$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1111%2Fjcpp.13400$$EHTML$$P50$$Gwiley$$Hfree_for_read</linktohtml><link.rule.ids>314,780,784,1416,27922,27923,30997,33772,45572,45573</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/33655534$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Halldorsson, Brynjar</creatorcontrib><creatorcontrib>Hill, Claire</creatorcontrib><creatorcontrib>Waite, Polly</creatorcontrib><creatorcontrib>Partridge, Kate</creatorcontrib><creatorcontrib>Freeman, Daniel</creatorcontrib><creatorcontrib>Creswell, Cathy</creatorcontrib><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</title><title>Journal of child psychology and psychiatry</title><addtitle>J Child Psychol Psychiatry</addtitle><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.</description><subject>Access</subject><subject>Adolescents</subject><subject>Averages</subject><subject>Child & adolescent psychiatry</subject><subject>Children</subject><subject>Clinical assessment</subject><subject>Clinical research</subject><subject>Computer Simulation</subject><subject>Effect Size</subject><subject>Efficacy</subject><subject>Evidence</subject><subject>Games</subject><subject>Health problems</subject><subject>Intervention</subject><subject>Low income groups</subject><subject>Mental depression</subject><subject>Mental disorders</subject><subject>Mental health</subject><subject>Mental health services</subject><subject>qualitative methods</subject><subject>Qualitative research</subject><subject>RCT design</subject><subject>Symptoms</subject><subject>Systematic review</subject><subject>Treatment methods</subject><subject>Treatment needs</subject><subject>treatment trials</subject><subject>Virtual reality</subject><subject>Young Adults</subject><subject>Youth</subject><issn>0021-9630</issn><issn>1469-7610</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>24P</sourceid><sourceid>WIN</sourceid><sourceid>7QJ</sourceid><sourceid>BHHNA</sourceid><recordid>eNp9kduKFDEQhoMo7uzqjQ8gAW9kodcc-7B3y-BhZcFF9LrJpKtnMqSTNkn3Mm_sY5ieWUW8MDdVFP__VYUfoVeUXNH83u31OF5RLgh5glZUlE1RlZQ8RStCGC2akpMzdB7jnhBSclk_R2ecl1JKLlbo541zk7L4K0RQQe9yMxt4uMa3wwAhmhnwbEJaJAGUNemAletwZ7Ym5ZkaR2ugw1s1GLfFxiUIM7hkvIu49wGnHeCUnWnIU-x7vNRs3GVY2uEx-I2FIWYn1jtjuwDuuODgp8wbwY8Wro8UB3nPggxm64Of4l_cDmawfjz2i1tb44zOa2BWdlLLOS_Qs17ZCC8f6wX6_uH9t_Wn4u7Lx9v1zV2hOalJ0UEDVPSVEJIyVvdSVZUkTMlealZJWmm1YVw0FRd6A5qDoKrntRAl8LqnnF-gtydu_tqPCWJqBxM1WKsc5KNbJpqSCZFjytI3_0j3fgouX9cySeuKMtkswMuTSgcfY4C-HYMZVDi0lLRL_u2Sf3vMP4tfPyKnzQDdH-nvwLOAngQPxsLhP6j28_r-_gT9BY3TwFs</recordid><startdate>202105</startdate><enddate>202105</enddate><creator>Halldorsson, Brynjar</creator><creator>Hill, Claire</creator><creator>Waite, Polly</creator><creator>Partridge, Kate</creator><creator>Freeman, Daniel</creator><creator>Creswell, Cathy</creator><general>Blackwell Publishing Ltd</general><scope>24P</scope><scope>WIN</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7QJ</scope><scope>7U3</scope><scope>BHHNA</scope><scope>7X8</scope><orcidid>https://orcid.org/0000-0002-1967-8028</orcidid><orcidid>https://orcid.org/0000-0001-7481-7687</orcidid><orcidid>https://orcid.org/0000-0003-1889-0956</orcidid><orcidid>https://orcid.org/0000-0002-2541-2197</orcidid></search><sort><creationdate>202105</creationdate><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</title><author>Halldorsson, Brynjar ; Hill, Claire ; Waite, Polly ; Partridge, Kate ; Freeman, Daniel ; Creswell, Cathy</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3080-de9e14f74451228f5a77502a5f5c27517cab2349734cbec3e41af38446e38f133</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Access</topic><topic>Adolescents</topic><topic>Averages</topic><topic>Child & adolescent psychiatry</topic><topic>Children</topic><topic>Clinical assessment</topic><topic>Clinical research</topic><topic>Computer Simulation</topic><topic>Effect Size</topic><topic>Efficacy</topic><topic>Evidence</topic><topic>Games</topic><topic>Health problems</topic><topic>Intervention</topic><topic>Low income groups</topic><topic>Mental depression</topic><topic>Mental disorders</topic><topic>Mental health</topic><topic>Mental health services</topic><topic>qualitative methods</topic><topic>Qualitative research</topic><topic>RCT design</topic><topic>Symptoms</topic><topic>Systematic review</topic><topic>Treatment methods</topic><topic>Treatment needs</topic><topic>treatment trials</topic><topic>Virtual reality</topic><topic>Young Adults</topic><topic>Youth</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Halldorsson, Brynjar</creatorcontrib><creatorcontrib>Hill, Claire</creatorcontrib><creatorcontrib>Waite, Polly</creatorcontrib><creatorcontrib>Partridge, Kate</creatorcontrib><creatorcontrib>Freeman, Daniel</creatorcontrib><creatorcontrib>Creswell, Cathy</creatorcontrib><collection>Wiley Online Library</collection><collection>Wiley Online Library Open Access</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>Applied Social Sciences Index & Abstracts (ASSIA)</collection><collection>Social Services Abstracts</collection><collection>Sociological Abstracts</collection><collection>MEDLINE - Academic</collection><jtitle>Journal of child psychology and psychiatry</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Halldorsson, Brynjar</au><au>Hill, Claire</au><au>Waite, Polly</au><au>Partridge, Kate</au><au>Freeman, Daniel</au><au>Creswell, Cathy</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>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</atitle><jtitle>Journal of child psychology and psychiatry</jtitle><addtitle>J Child Psychol Psychiatry</addtitle><date>2021-05</date><risdate>2021</risdate><volume>62</volume><issue>5</issue><spage>584</spage><epage>605</epage><pages>584-605</pages><issn>0021-9630</issn><eissn>1469-7610</eissn><abstract>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.</abstract><cop>England</cop><pub>Blackwell Publishing Ltd</pub><pmid>33655534</pmid><doi>10.1111/jcpp.13400</doi><tpages>0</tpages><orcidid>https://orcid.org/0000-0002-1967-8028</orcidid><orcidid>https://orcid.org/0000-0001-7481-7687</orcidid><orcidid>https://orcid.org/0000-0003-1889-0956</orcidid><orcidid>https://orcid.org/0000-0002-2541-2197</orcidid><oa>free_for_read</oa></addata></record> |
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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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