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DEPRESSION, ANXIETY, ADHD: Therapeutic video games?

An estimated 20% of children and adolescents aged 3 to 17 in wealthy countries suffer from a mental, emotional, developmental or behavioral disorder. Suicidal behavior among high school students also increased by more than 40% over the 10 yearsthe COVID pandemic has worsened these trends, as wait times for mental health appointments have increased.

Thus, one of the main authors, Dr. Barry Bryant, resident physician in psychiatry and behavioral sciences at Johns Hopkins University, specifies that “even doubling the number of pediatric mental health professionals would not be enough to respond to these needs”. The analysis suggests that other options could help meeting the growing need for pediatric mental health carelike certain video games designed as therapeutic interventions.

Towards “fun digital mental health interventions”

The study analyzes the data and conclusions of 27 previous clinical trials carried out on such therapeutic video games, with a total of 2,911 participants, of both sexes and aged 6 to 17 years. The analysis reveals that while digital mental health interventions vary in terms of content and playful principle, result in a modest effectthis one remains significant and appreciable against the symptoms of some of these disorders mental health, as well as:

  • a modest reduction in symptoms related to ADHD and depression;
  • a significant increase in attention span;
  • a reduction in sadness,
  • little effect against anxiety levels (absence of significant benefits).

What factors promote the profits of such video games? Playing video games instead on computerrather with preset game time limitsthe sex of the participants (rather boys) constitute factors which have a positive influence on the therapeutic effects.

Overall, “although the benefits are modest, but for some still significant”the analysis identifies avenues of work to combat these mental health disorders and this malaise of children and adolescents, in particular for ADHD and depression, which could be more easily accessible to families.

Fun mental health interventions that could play a triggering role for children, before the opportunity for individual therapy with a healthcare professional.

“It’s always helpful to have many tools in the box to address this growing demand for mental health care in children.”

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