
Опубликована: Май 13, 2024
Язык: Английский
Опубликована: Май 13, 2024
Язык: Английский
Heliyon, Год журнала: 2025, Номер 11(4), С. e42712 - e42712
Опубликована: Фев. 1, 2025
In recent years, there has been an increase in emotional and behavioral disorders children adolescents that directly affect their personal, school, family, social spheres. It proposed serious games designed to train regulation skills can be a more effective, accessible, attractive alternative for than conventional therapies. However, is limited number of studies providing evidence the effectiveness these applications. The aim this review analyze level effectiveness, feasibility acceptability aged 6 18 classified universal population samples, at risk diagnosed. A systematic papers published between 2008 2023 was conducted following PRISMA statement guidelines. databases Scopus, Web Science, PubMed, ERIC, IEEE Xplore, ACM Digital Library were used. Thirty-three articles identified referred adolescents. All used report or self-report measures code recognition emotions oneself decrease emotions. Internal validity assessed using Cochrane RoB 2 tool randomized controlled trials ROBINS-I non-randomized studies. random effects model implemented, effect sizes calculated as Hedge's g. Although are limitations interpreting results, such lack long-term follow-up, game interventions incorporated biofeedback provided strongest generalizability learned emotion real life. While does not always imply clinically significant change, results show acceptable, feasible learning strategies reducing symptoms related depression, anxiety, impulse control.
Язык: Английский
Процитировано
0Children, Год журнала: 2025, Номер 12(3), С. 353 - 353
Опубликована: Март 12, 2025
Background/Objectives: Children’s mental health is an issue of growing global concern, with a significant impact on children’s emotional, social and cognitive development. In recent years, digital apps platforms have emerged as innovative tools to address challenges. This systematic review aims evaluate the effectiveness these technologies in supporting adolescents’ health. Methods: A search PubMed, PsycINFO, Scopus Web Science databases was conducted. Results: The results suggest that potential support However, their depends factors such app design, parental involvement cultural adaptation. Conclusions: inclusion gamified elements integration traditional strategies can enhance outcomes.
Язык: Английский
Процитировано
0European Child & Adolescent Psychiatry, Год журнала: 2025, Номер unknown
Опубликована: Апрель 25, 2025
Abstract Digital mental health interventions (DMHIs) are increasingly recommended for children and young people (CYP) as a promising way to prevent treat problems. Here, we summarised consolidated findings from existing systematic reviews provide an overview of what is known, which areas need further investigation. Systematic searches were conducted until January 2024 using PubMed, PsycINFO, MEDLINE, CINAHL, Scopus Google Scholar. Records screened against predefined criteria quality assessed A MeaSurement Tool Assess Reviews (AMSTAR-2) Joanna Briggs Institute (JBI) Critical Appraisal Checklist Reviews. study protocol was co-developed with key stakeholders registered on the Open Science Framework. From 941 records, 51 published between 2000 2023 generally moderate quality, targeting CYP 0 25 years, included in our narrative summary. DMHIs delivered variety ways, including online video calls, apps various combinations, underpinned mostly by cognitive behaviour therapy. supported different problems, but symptoms anxiety and/or depression. Although effective, some studies reported mixed results limited evidence when focusing longer-term outcomes. Other benefits reduced costs time investments families, increased accessibility acceptability support. Practitioner preparedness unclear ethics/safety measures identified factors impacting engagement potential effectiveness. The suggest that can be valuable tool supporting CYP. However, realising full all may require more high-quality research utilising diverse theoretical underpinnings target audiences.
Язык: Английский
Процитировано
0Опубликована: Май 8, 2025
Язык: Английский
Процитировано
0Journal of Affective Disorders, Год журнала: 2025, Номер unknown, С. 119433 - 119433
Опубликована: Май 1, 2025
Язык: Английский
Процитировано
0Technium Education and Humanities, Год журнала: 2024, Номер 8, С. 58 - 77
Опубликована: Апрель 1, 2024
Background: Caring for adolescents with emotional disorders places a substantial burden on caregivers, negatively influencing their quality of life and well-being. An increase in digital skills may provide caregivers additional resources to support charges enhance own mental health. Objective: This paper seeks investigate the impact interventions that improve targeting enhancement ability disorders, goal augmenting both adolescents' life. Methods: The synthesizes research findings efficacy interventions, such as psychoeducation training, examines importance managing social challenges often encountered by caregivers. It also discusses role informal they experience across different cultures socioeconomic contexts. Results: Effective strategies reducing caregiver distress include bolster skills, leadership capabilities, coping mechanisms. Classification systems need long-term care plans are reviewed comprehensive understanding context which operate. Conclusion: study suggests approach—including psychoeducation, therapeutic counseling—is necessary enhancing caregivers' These crucial aiding health needs improving overall outcomes disorders.
Язык: Английский
Процитировано
2BMJ Open, Год журнала: 2024, Номер 14(4), С. e081556 - e081556
Опубликована: Апрель 1, 2024
Research suggests that problems with emotion regulation, is, how a person manages and responds to an emotional experience, are related range of psychological disorders (eg, bipolar disorder, anxiety depression). Interventions targeting regulation have been shown improve mental health in adults, but evidence on interventions for adolescents is still emerging. Increasingly, self-directed digital mobile apps) being developed target this population, questions remain about their effectiveness. This systematic review aimed synthesise current available (aged 11-18 years) effectiveness addressing psychopathology functioning academic achievement). Several electronic databases will be searched MEDLINE, PsycINFO, ACM Digital Library) identify all studies published any time after January 2010 examining adolescents, which include component. search updated periodically new relevant research from the selected databases. Data study characteristics author(s)) methodology, participant age) used address (dys-)regulation name, focus) extracted. A narrative synthesis presented. If feasible, data synthesised using appropriate statistical techniques. The methodological quality included assessed Effective Public Health Practice Project assessment tool. Ethical approval not required study. Findings disseminated widely via peer-reviewed publications presentations at conferences field. PROSPERO CRD42022385547.
Язык: Английский
Процитировано
2Frontiers in Education, Год журнала: 2024, Номер 9
Опубликована: Апрель 3, 2024
National trends indicate a pressing need for more impactful civic and history instruction in U.S. secondary education settings. To address this need, we developed an innovative, game-based curriculum, called iThrive Sim, that uses tech-supported role-plays evidence-based social emotional learning practices to support high school students engaging with comprehending texts concepts while developing their skills. In article describe the rationale, co-design process its theoretical underpinnings, advantages adolescent learners. We review preliminary pilot playtesting data demonstrate initial efficacy feasibility. Finally, discuss barriers additional enhancements supports could aid confirming scaling approach.
Язык: Английский
Процитировано
1JMIR Serious Games, Год журнала: 2024, Номер 12, С. e47513 - e47513
Опубликована: Май 9, 2024
Abstract Background Adolescent mental health is of utmost importance. E-mental interventions, and serious games in particular, are appealing to adolescents can have beneficial effects on their health. A game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which predispose an individual problems, contribute the prevention these problems adolescents. Objective This study assess feasibility prototype a called “Silver.” Methods The was developed using user-centered participatory design. Silver focused 1 aspect for adolescents, that is, recognition identification distortions. Through game, players were required identify classify character’s thoughts as helpful unhelpful. Upon successful advancement next level, task becomes more challenging, must also specific types pre- posttest uncontrolled design used evaluate with 1-week intervention phase participants asked play game. Participants aged 12-16 years recruited schools. outcomes interest distortions presence participants’ evaluated its effects, content, usefulness. Results total 630 played completed assessments. Adolescents significantly better recognizing pretest (mean 13.09, SD 4.08) compared 13.82, 5.09; t 629 =−4.00, P <.001). Furthermore, decreased 38.73, 12.79) 41.43, 10.90; =7.98, indicated helped them recognize Many considered (294/610, 48.2%) but boring (317/610, 52%) preferred comprehensive (299/610, 49%). Conclusions Findings from this suggest may be effective tool development such based prototype, recommended. It important innovative universal Future research warranted.
Язык: Английский
Процитировано
1Bioengineering, Год журнала: 2024, Номер 11(12), С. 1277 - 1277
Опубликована: Дек. 16, 2024
Mobile-based digital interventions for children with attention-deficit hyperactivity disorder (ADHD) have been developed to alleviate their symptoms. When developing mobile game-based ADHD treatment, it is important research how the emotional responses of target audience members—based on flashy visuals or difficulty adjustments motivate user—affect content manipulation ability. This study performed a correlation analysis examine impact perceived and enjoyment (interest) performance diagnosed while engaging in content. Statistically significant differences were observed following variables based level: correct rate (p = 0.0040), decision time 0.0302), < 0.0001), touch 0.0249). Considering level, statistically 0.0011), 0.0158), 0.0001). Correlation between rate, time, difficulty, touch, limit, did not reveal correlations. Therefore, ADHD, should focus therapeutic goals rather than aimed at enhancing interest. Based these results, further exploring psychological states affect regarding necessary.
Язык: Английский
Процитировано
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