Are Mental Health Video Games Effective?

A review led by the Johns Hopkins Children’s Center suggests that video games designed for mental health interventions can modestly improve the well-being of children and adolescents with anxiety, depression, and ADHD. The findings, published in JAMA Pediatrics, analyzed 27 studies with 2,911 participants between the ages of six and 17. These games were designed to treat ADHD, depression, or anxiety, and participants played on various platforms, such as computers, tablets, and smartphones.

The study found that video games designed for ADHD and depression had a modest positive effect (effect size of 0.28), improving symptoms such as sustained attention and reducing sadness. However, games aimed at reducing anxiety showed little benefit (effect size 0.07). According to Joseph McGuire, Ph.D.,

“While the benefits are still modest, our research shows that we have some novel tools to help improve children’s mental health (particularly for ADHD and depression) that may be relatively accessible to families.”

He suggests that these games could serve as an interim step while children wait for individual therapy.

The team found that game delivery methods (e.g., computer games with preset time limits) and participant characteristics (such as involving more children) influenced the success of these interventions. Barry Bryant, MD, highlighted that even doubling the number of pediatric mental health providers would not meet current demand, indicating the need for alternative tools.

The researchers also addressed limitations, including variability in study measurements and access issues. Some games were not widely available or were restricted by paywalls, and effects were often based on feedback from parents or children rather than standardized clinical evaluations. Bryant also noted that while screen time can be concerning,

“If a child has a problem with a video game, they often play it for several hours a day, as opposed to a gamified digital mental health intervention that might last 20 to 45 minutes, three times a week.”

McGuire emphasized, “I think having many tools in the toolbox can be helpful in addressing the growing demand for children’s mental health care.” The study findings suggest that structured, time-limited use of digital mental health games may offer a useful, albeit modest, complement to traditional mental health care for children.

Recently, Professor Emily Holmes, founding trustee of MQ, published a study using Tetris as a mental health intervention.

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