2021
DOI: 10.1111/jcpp.13400
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Annual Research Review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: the need for rigorous treatment development and clinical evaluation

Abstract: Background: Mental health problems in children and young people are common and can lead to poor long-term outcomes. Despite the availability of effective psychological interventions for mental health disorders, only a minority of affected children and young people access treatment. Digital interventions, such as applied games and virtual reality (VR), that target mental health problems in children and young people may hold a key to increasing access to, engagement with, and potentially the effectiveness of psy… Show more

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Cited by 51 publications
(50 citation statements)
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“…Specifically, VR/serious games have also been effectively used in complex and difficult relational and behavioral contexts such as autism spectrum disorders. Nevertheless, the use of new technologies does not replace the importance of personalized pathways that consider the specific characteristics of young patients and their environment, and this may explain the limited efficacy observed in some cases (Halldorsson et al, 2021 ; Karami et al, 2021 ). Our experience, for example, tells us that whatever the approach, the relational aspect remains crucial for the effectiveness of rehabilitation intervention.…”
Section: Discussionmentioning
confidence: 99%
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“…Specifically, VR/serious games have also been effectively used in complex and difficult relational and behavioral contexts such as autism spectrum disorders. Nevertheless, the use of new technologies does not replace the importance of personalized pathways that consider the specific characteristics of young patients and their environment, and this may explain the limited efficacy observed in some cases (Halldorsson et al, 2021 ; Karami et al, 2021 ). Our experience, for example, tells us that whatever the approach, the relational aspect remains crucial for the effectiveness of rehabilitation intervention.…”
Section: Discussionmentioning
confidence: 99%
“…Specifically, VR, allowing for an ecological setting that mimicks real social interaction, has been widely used to train social cognition in children with autism spectrum disorder (Strickland, 1997 ; Wass and Porayska-Pomsta, 2014 ; Karami et al, 2021 ). Moreover, VR, applied games, and serious games have been extensively used to help children with mental health problems such as anxiety and depression (Halldorsson et al, 2021 ). Efficacy results are encouraging, although more studies are necessary.…”
Section: Introductionmentioning
confidence: 99%
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“…Mental disorders are a group of disorders that affect thinking and behavior by causing discomfort or disability to the person [1]. Mental disorders are very common among children and adolescents since almost one in eight aged 5 to 19 deals with it and it may have a significant impact on his or her growth [2]. Moreover, these kinds of disorders also affect children's performance in schools and their ability to interact with other children and adults.…”
Section: Introductionmentioning
confidence: 99%
“…One potential benefit of the pandemic might be the widespread transition to telehealth, which has made traditional treatments more widely available to individuals who live in areas with few available high‐quality services or who find it challenging to access treatment for other reasons. Creswell et al (2021) explore the possibility that nontraditional treatments, such as gaming and virtual reality interventions, offer another opportunity to meet the need for mental health services, particularly for young people who are sophisticated users of technology. They review the evidence that gaming and virtual reality interventions are effective in treating depression, anxiety, and phobias in young people and the evidence that young people find these interventions relevant and engaging.…”
mentioning
confidence: 99%