...
首页> 外文期刊>Frontiers in Psychiatry >Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review
【24h】

Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review

机译:儿童视频游戏的治疗和预防性用途(青少年精神病学):系统评价

获取原文
           

摘要

Background Over the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. These games may become relevant alternatives or adjuncts to traditional psychotherapy, providing that their effectiveness is properly established. The purpose of this literature review was to evaluate the effectiveness of serious games and commercial video games in the treatment or prevention of psychiatric disorders in children and adolescents. Methods Medline’s database was used to search articles published between January 2012 and July 2019. The following keywords were used for this search: “Video games” OR “Active video game” OR “serious gaming” OR “Serious game” OR “Exergame” AND “Child mental disorder” OR “Adolescent” OR “Child” AND “Therapy” OR “Prevention”. Only comparative studies which targeted interventions on children and adolescents suffering from psychiatric disorders were included. Results Twenty-two studies, focusing on a wide range of psychiatric conditions, met our inclusion criteria's: 14 evaluated serious games and 8 commercial games. All studies were randomized controlled trials but only two studies compared the intervention game to psychotherapeutic gold standard; other studies used a no-intervention control group or an alternative game as the control group. Eighteen studies reported significant improvements on the symptoms and test scores targeted. Conclusion Serious games and commercially available video games can be an effective trajectory for psychotherapy in child and adolescent psychiatry. However, there is a lack of longitudinal studies which assess the sustained effects of these games, and standards for proper evaluation of their effectiveness are missing.
机译:背景在过去十年中,使用商业视频游戏和严肃的游戏已经开发了儿童和青少年精神病学。这些游戏可能成为传统心理治疗的相关替代品或辅助,从而提供了它们的有效性。该文献综述的目的是评估严重游戏和商业视频游戏在儿童和青少年的精神病疾病中的疗效和商业视频游戏的有效性。方法Medline的数据库用于搜索2012年1月至2019年1月至7月发布的文章。以下关键词用于此搜索:“视频游戏”或“Active Video Game”或“严重游戏”或“严重游戏”或“Exergame” “儿童精神障碍”或“青少年”或“儿童”和“治疗”或“预防”。仅包括对患有精神疾病的儿童和青少年进行治疗的比较研究。结果二十二项研究,重点关注各种精神病条件,达到了我们的纳入标准:14评价严重的比赛和8场商业游戏。所有研究都是随机对照试验,但只有两项研究将干预游戏与心理治疗金标准进行比较;其他研究使用无干预控制组或作为对照组的替代游戏。十八研究报告了对症状的显着改善,目标症状和测试分数。结论严重的游戏和商业视频游戏可以是儿童和青少年精神病学的心理治疗的有效轨迹。然而,缺乏纵向研究,评估了这些游戏的持续影响,并缺失了适当评估其有效性的标准。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号