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首页> 外文期刊>JMIR Serious Games >Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
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Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

机译:患有焦虑症的青少年治疗性视频游戏结局的经验证据:系统评价

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Background Extant evidence suggests that the proportion of adolescents suffering from anxiety disorders (ADs) has increased by up to 70% since the mid-1980s, with experience of anxiety at this stage associated with significant negative short- and long-term life outcomes. The existing therapeutic interventions (eg, cognitive behavioral therapy, CBT; attention bias modification, ABM) have proven to have clinically measurable benefits in reducing anxiety, but their efficacy is often compromised by social and practical barriers. The growing discrepancy between demand for, and access to, clinical interventions for anxiety has led to the development of a range of eHealth (health care practice supported by electronic processes and communication) and mHealth (versions of eHealth using mobile devices) interventions. One such protocol is therapeutic games, which aim to provide clinical frameworks in dynamic, adaptable, and personalized virtual environments. Although some evidence exists to suggest therapeutic games are associated with reductions in subjective anxiety and observed stress reactivity, there is currently, to our knowledge, no systematic review of the adherence to, and effectiveness of, therapeutic games for adolescent anxiety. Objective The aim of this review was to establish the effectiveness of therapeutic games in making clinically measurable reductions in anxiety symptoms in adolescent samples. Methods A systematic search of the existing academic literature published between 1990 and July 2017 was conducted using the databases Journal of Medical Internet Research, Journal Storage, Psychology Articles, Psychology Info, ScienceDIRECT, and Scopus. Records linked to empirical papers on therapeutic games for anxiety using adolescent samples were evaluated. Results A total of 5 studies (N=410 participants) met the inclusion criteria, and 3 gamified anxiety interventions for adolescents were identified. The papers included a mixture of randomized controlled trials, quasi-experimental studies, and usability studies comprising quantitative and qualitative measures, with varying degrees of mixed methods. Extant evidence shows potential for therapeutic games to create clinically measurable reductions in symptoms of anxiety in adolescent samples, though findings are complicated in some cases by a low sample size, and in other cases by research design and methodological complications, including anxiety reductions in control groups caused by a control-game selection. Conclusions Although research in this field appears to be extremely limited, as demonstrated by the small number of papers meeting the inclusion criteria for this review, early findings suggest that therapeutic games have potential in helping to engage adolescents with anxiety and lead to clinically measurable reductions in symptoms.
机译:背景已有证据表明,自1980年代中期以来,患有焦虑症(ADs)的青少年比例增加了多达70%,该阶段的焦虑经历与短期和长期生命结局显着相关。现有的治疗性干预措施(例如认知行为疗法,CBT,注意力偏倚修饰,ABM)已被证明在减少焦虑症方面具有临床上可衡量的优势,但其有效性常常受到社会和实践障碍的损害。对焦虑症的临床干预措施的需求和获取途径之间越来越大的差异,导致了一系列eHealth(由电子过程和通信支持的医疗保健实践)和mHealth(使用移动设备的eHealth版本)干预措施的发展。一种这样的协议是治疗游戏,其目的是在动态,适应性强和个性化的虚拟环境中提供临床框架。尽管存在一些证据表明治疗游戏与主观焦虑的减少和观察到的应激反应有关,但据我们所知,目前尚无关于青少年游戏治疗游戏的依从性和有效性的系统评价。目的这篇综述的目的是确定治疗游戏在减少青少年样本中焦虑症状的临床上可测量的有效性。方法使用医学互联网研究杂志,期刊存储,心理学文章,心理学信息,ScienceDIRECT和Scopus对1990年至2017年7月发表的现有学术文献进行系统检索。评价了与使用青少年样本进行的焦虑症治疗游戏的经验论文相关的记录。结果共有5项研究(N = 410名参与者)符合纳入标准,并确定了3项针对青少年的游戏化焦虑干预。这些论文包括随机对照试验,准实验研究和可用性研究的混合物,其中包括定量和定性措施,以及不同程度的混合方法。现有证据表明,治疗性游戏有可能在临床上减轻青少年样本中焦虑症状的发生,尽管在某些情况下,由于样本量小,研究结果复杂,而在其他情况下,研究设计和方法复杂性(包括对照组中的焦虑症减少)使发现变得复杂由控制游戏选择引起。结论尽管该领域的研究似乎非常有限,如少数符合该评价纳入标准的论文所证明,但早期发现表明,治疗性游戏有潜力帮助青少年陷入焦虑状态,并导致临床上可测量的减少。症状。

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