2022
DOI: 10.2196/39527
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The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review

Abstract: Background Eating disorders and other forms of disordered eating cause significant complications and comorbidities in patients. However, full remission with current standard treatment remains low. Challenges to treatment include underdiagnosis and high dropout rates, as well as difficulties in addressing underlying emotion dysregulation, poor impulse control, and personality traits. Serious video games (SVGs), which have the advantages of being highly engaging and accessible, may be potential tools… Show more

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Cited by 5 publications
(2 citation statements)
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“…Digital games have both negative and positive effects (Tablo 1). Studies have showed some benefits of the digital games in improving some problems (behavioral, physical or psychological) related to disordered eating (Tang et al, 2022). According to the meta-analysis study, it suggests that digital gaming interventions may be useful for reducing mental disease related symptoms (Lau et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Digital games have both negative and positive effects (Tablo 1). Studies have showed some benefits of the digital games in improving some problems (behavioral, physical or psychological) related to disordered eating (Tang et al, 2022). According to the meta-analysis study, it suggests that digital gaming interventions may be useful for reducing mental disease related symptoms (Lau et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Studying with digital tools (games, exercises) have promoted vocabulary knowledge (Sadan & Katzir, 2022). Digital games have some benefits although, it is quite difficult in designing digital games to prevent some risks, such as gaming addiction (Tang et al, 2022) and addiction is one of the most important negative effects of digital games. In a comparative study involving a number of European countries, computer games were found to be the most preferred interactive media device among children aged 6-16 (Fromme, 2003).…”
Section: Introductionmentioning
confidence: 99%