Specially Designed Video Games May Support Mental Health in Children and Adolescents
A review of published studies from 2011–2024 conducted by a team at the Johns Hopkins Children’s Center shows that certain video games developed as digital interventions may serve as a useful adjunct in the care of children and adolescents with anxiety disorders, depression, or attention-deficit/hyperactivity disorder (ADHD).
Growing Need for Mental Health Care
Approximately 20% of children and adolescents aged 3–17 in the United States have a diagnosed mental, emotional, developmental, or behavioral disorder. The prevalence of suicidal behavior among high school students increased by more than 40% between 2009 and 2019, with the COVID-19 pandemic further accelerating this trend.
Although research indicates that parents increasingly seek mental health services for their children, wait times have grown longer, and the capacity of child psychiatrists and psychologists remains insufficient. As lead author Dr. Barry Bryant noted, even doubling the number of pediatric mental health providers would not meet current needs.
What the Randomized Trials Showed
The researchers analyzed 27 randomized clinical trials involving nearly 3,000 children and adolescents aged 6–17 years, with a balanced representation of boys and girls. The included interventions were intentionally designed to support treatment for ADHD, depression, or anxiety.
For ADHD, the games typically required performing multiple tasks simultaneously — such as racing games combined with additional stimuli — which helped strengthen divided attention. Video games targeting depression and anxiety often incorporated elements of cognitive-behavioral therapy.
The interventions were delivered across a range of technological platforms, including computers, tablets, gaming consoles, and smartphones, and varied in accessibility — from freely available apps to programs requiring research-team involvement.
Benefits Particularly for ADHD and Depression
Using a random-effects meta-analysis and Hedges’ g to measure effect size, the authors found that symptoms of ADHD and depression improved modestly but significantly (g = 0.28), including improved concentration and reduced sadness. For anxiety disorders, the change was not statistically significant (g = 0.07).
For comparison, traditional in-person therapeutic interventions typically achieve medium (g ≈ 0.50) to large (g ≥ 0.80) effect sizes. Better outcomes in the review were observed in games with predefined time limits and in studies with a higher proportion of boys.
A Supplement — Not a Replacement
According to coauthor and pediatric psychologist Joseph McGuire, PhD, gamified digital interventions can serve as an accessible and engaging tool when individualized therapy is not immediately available. They can help bridge waiting periods or serve as a first step toward structured mental health care.
“Although the benefits remain modest, our research shows that we have new tools to support children’s mental health that can be relatively accessible to families,” McGuire noted.
However, the authors emphasize several limitations, including variation among studies, differences in assessment methods (such as parent-reported or self-reported measures), and limited availability of some games. The most promising outcomes were observed with structured use — 20–45 minutes, three times per week — which did not pose the risk of excessive gaming associated with addictive patterns.
Digital Interventions Show Potential
While specially designed video games cannot replace traditional therapy, they may serve as an accessible and flexible adjunct to care, particularly for ADHD and depression. The authors highlight the need for further research aimed at identifying game characteristics that maximize therapeutic effects.
In the future, pediatricians, school psychologists, and other care providers could benefit from having an overview of validated applications they can recommend as part of a treatment plan. Tailoring video game–based interventions by age, diagnosis, and availability may enhance acceptance among children and parents while reducing the risk of ineffective use.
Editorial Team, Medscope.pro
Sources:
1. Bryant B. R., Sisk M. R., McGuire J. F. *Efficacy of gamified digital mental health interventions for pediatric mental health conditions: A systematic review and meta-analysis.* JAMA Pediatr. 2024;178(11):1136–1146. doi:10.1001/jamapediatrics.2024.3139.
2. *Specially designed video games may benefit mental health of children and teenagers.* Johns Hopkins Medicine. 2024 Sep 9. Available at: www.hopkinsmedicine.org/news/newsroom/news-releases/2024/09/specially-designed-video-games-may-benefit-mental-health-of-children-and-teenagers
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