A meta-analytic review of gamified interventions in mental health enhancement. (April 2023)
- Record Type:
- Journal Article
- Title:
- A meta-analytic review of gamified interventions in mental health enhancement. (April 2023)
- Main Title:
- A meta-analytic review of gamified interventions in mental health enhancement
- Authors:
- Cheng, Cecilia
Ebrahimi, Omid V. - Abstract:
- Abstract: This meta-analytic review aimed to investigate the effectiveness of gamified interventions in bolstering mental health. The gamification and the control groups were compared in terms of the between-group differences in posttest scores of both mental wellness (subjective well-being and quality of life) and psychological symptoms (anxiety and depressive symptoms). The review analyzed 42 studies involving 5792 participants (aged 8–74) across eight world regions. The random-effects meta-analysis revealed an overall small to medium effect size (Hedges' g = 0.38; 95% CI: 0.22, 0.55; k = 141). The benefits of gamification in enhancing mental wellness were independent of both game and demographic characteristics, but there were intricate findings for studies examining the benefits of gamification in reducing psychological symptoms. For anxiety symptom reduction, the effects were larger (vs. smaller) in studies adopting specific (vs. general) measures of anxiety and in samples comprising a higher (vs. lower) proportion of males ( p s < .04). For depressive symptom reduction, the effects were larger (vs. smaller) in non-clinical (vs. clinical) samples ( p = .01). These new findings are promising in showing the viability of gamification in promoting mental wellness, encouraging greater collaborations among scholars, practitioners, and game developers to contribute to the growing field of gamification science by co-designing more effective gamified interventions.Abstract: This meta-analytic review aimed to investigate the effectiveness of gamified interventions in bolstering mental health. The gamification and the control groups were compared in terms of the between-group differences in posttest scores of both mental wellness (subjective well-being and quality of life) and psychological symptoms (anxiety and depressive symptoms). The review analyzed 42 studies involving 5792 participants (aged 8–74) across eight world regions. The random-effects meta-analysis revealed an overall small to medium effect size (Hedges' g = 0.38; 95% CI: 0.22, 0.55; k = 141). The benefits of gamification in enhancing mental wellness were independent of both game and demographic characteristics, but there were intricate findings for studies examining the benefits of gamification in reducing psychological symptoms. For anxiety symptom reduction, the effects were larger (vs. smaller) in studies adopting specific (vs. general) measures of anxiety and in samples comprising a higher (vs. lower) proportion of males ( p s < .04). For depressive symptom reduction, the effects were larger (vs. smaller) in non-clinical (vs. clinical) samples ( p = .01). These new findings are promising in showing the viability of gamification in promoting mental wellness, encouraging greater collaborations among scholars, practitioners, and game developers to contribute to the growing field of gamification science by co-designing more effective gamified interventions. Highlights: Gamified interventions bolstered mental health over time in general. Larger positive effects for interventions for promoting mental wellness. Larger effects on reducing anxiety symptoms for samples with more males. Larger effects on reducing anxiety symptoms for studies using specific measures. Larger effects on reducing depressive symptoms for non-clinical samples. … (more)
- Is Part Of:
- Computers in human behavior. Volume 141(2023)
- Journal:
- Computers in human behavior
- Issue:
- Volume 141(2023)
- Issue Display:
- Volume 141, Issue 2023 (2023)
- Year:
- 2023
- Volume:
- 141
- Issue:
- 2023
- Issue Sort Value:
- 2023-0141-2023-0000
- Page Start:
- Page End:
- Publication Date:
- 2023-04
- Subjects:
- Gamefulness -- Gamification -- Serious game -- Serious play -- Mental wellness -- Psychological well-being
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2022.107621 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 25639.xml