Search from over 60,000 research works

Advanced Search

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

[thumbnail of Open Access]
Preview
jcpp.13400.pdf - Published Version (255kB) | Preview
Available under license: Creative Commons Attribution
[thumbnail of 04Feb2021VR and Applied Game Review_JC___submitted_R1.pdf]
Restricted to Repository staff only
Add to AnyAdd to TwitterAdd to FacebookAdd to LinkedinAdd to PinterestAdd to Email

Halldorsson, B., Hill, C., Waite, P. orcid id iconORCID: https://orcid.org/0000-0002-1967-8028, Partridge, K., Freeman, D. and Creswell, C. (2021) 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. Journal of Child Psychology and Psychiatry, 62 (5). pp. 584-605. ISSN 0021-9630 doi: 10.1111/jcpp.13400

Abstract/Summary

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 synthesise 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, PsychINFO, CINAHL and Web of Science. Results: 19 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.

Altmetric Badge

Item Type Article
URI https://reading-clone.eprints-hosting.org/id/eprint/95761
Item Type Article
Refereed Yes
Divisions Life Sciences > School of Psychology and Clinical Language Sciences > Anxiety and Depression in Young People (AnDY)
Life Sciences > School of Psychology and Clinical Language Sciences > Department of Psychology
Publisher Wiley
Download/View statistics View download statistics for this item

Downloads

Downloads per month over past year

University Staff: Request a correction | Centaur Editors: Update this record

Search Google Scholar