Unlocking the Power of Video Games for Child Mental Health
In a breakthrough review conducted by Johns Hopkins Children’s Center, it has been revealed that video games specially designed for mental health interventions can have a positive impact on the well-being of children and teenagers grappling with anxiety, depression, and ADHD. Published in JAMA Pediatrics, this study delved into 27 unique research projects involving 2,911 participants aged between six and 17 years. These innovative games were tailored to address conditions like ADHD, depression, and anxiety, and were played across different platforms including computers, tablets, and smartphones.
The research uncovered that video games targeting ADHD and depression exhibited a moderate yet favorable effect, with an effect size of .28. These games aided in enhancing symptoms such as sustained attention and alleviating feelings of sadness. However, games aimed at alleviating anxiety displayed relatively limited benefits, with an effect size of .07. Lead researcher Joseph McGuire, Ph.D., remarked, “While the benefits may be modest, our study signifies the emergence of new tools that can contribute to enhancing the mental well-being of children—particularly in cases of ADHD and depression—which are more accessible to families.”
“While the benefits are still modest, our research shows that we have some novel tools to help improve children’s mental health — particularly for ADHD and depression — that can be relatively accessible to families.”
He suggested that these games could function as a temporary measure while children await personalized therapy sessions.
The team’s investigation revealed that factors like the delivery method of games (such as computer-based games with pre-set time limits) and participant demographics (including a higher representation of boys) influenced the efficacy of these interventions. Barry Bryant, M.D., underscored that even if the number of pediatric mental health professionals were to double, the current demand would still remain unmet, underscoring the urgent need for alternative tools.
In analyzing the study’s limitations, the researchers noted inconsistencies in study measurements and accessibility issues. Some games were not widely available or were hindered by paywalls, and the outcomes often relied on feedback from parents or children rather than standardized clinical assessments. Bryant further added that although excessive screen time is a valid concern,
“If a child has a video game problem, they are often playing it for several hours a day as opposed to a gamified digital mental health intervention that might be 20-45 minutes, three times a week.”
McGuire stressed, “I believe having a diverse range of tools at our disposal can be instrumental in addressing the escalating need for child mental health services.” The study’s results underscore the potential benefits of a structured, time-limited use of digital mental health games as a supplementary, albeit modest, component to conventional mental health care for children.
Notably, Professor Emily Holmes, a founding MQ Trustee, recently unveiled a groundbreaking study utilizing Tetris as a mental health intervention, further reinforcing the transformative potential of video games in mental health care.