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The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis

BACKGROUND: Anxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, which are games that have a purpose other than entertainment. The effectiveness...

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Autores principales: Abd-alrazaq, Alaa, Alajlani, Mohannad, Alhuwail, Dari, Schneider, Jens, Akhu-Zaheya, Laila, Ahmed, Arfan, Househ, Mowafa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8887639/
https://www.ncbi.nlm.nih.gov/pubmed/35156932
http://dx.doi.org/10.2196/29137
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author Abd-alrazaq, Alaa
Alajlani, Mohannad
Alhuwail, Dari
Schneider, Jens
Akhu-Zaheya, Laila
Ahmed, Arfan
Househ, Mowafa
author_facet Abd-alrazaq, Alaa
Alajlani, Mohannad
Alhuwail, Dari
Schneider, Jens
Akhu-Zaheya, Laila
Ahmed, Arfan
Househ, Mowafa
author_sort Abd-alrazaq, Alaa
collection PubMed
description BACKGROUND: Anxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, which are games that have a purpose other than entertainment. The effectiveness of serious games in alleviating anxiety has been investigated by several systematic reviews; however, they were limited by design and methodological weaknesses. OBJECTIVE: This study aims to assess the effectiveness of serious games in alleviating anxiety by summarizing the results of previous studies and providing an up-to-date review. METHODS: We conducted a systematic review of randomized controlled trials (RCTs). The following seven databases were searched: MEDLINE, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also conducted backward and forward reference list checking for the included studies and relevant reviews. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies. RESULTS: Of the 935 citations retrieved, 33 studies were included in this review. Of these, 22 RCTs were eventually included in the meta-analysis. Very low–quality evidence from 9 RCTs and 5 RCTs showed no statistically significant effect of exergames (games entailing physical exercises) on anxiety levels when compared with conventional exercises (P=.70) and no intervention (P=.27), respectively. Although 6 RCTs demonstrated a statistically and clinically significant effect of computerized cognitive behavioral therapy games on anxiety levels when compared with no intervention (P=.01), the quality of the evidence reported was low. Similarly, low-quality evidence from 3 RCTs showed a statistically and clinically significant effect of biofeedback games on anxiety levels when compared with conventional video games (P=.03). CONCLUSIONS: This review shows that exergames can be as effective as conventional exercises in alleviating anxiety; computerized cognitive behavioral therapy games and exergames can be more effective than no intervention, and biofeedback games can be more effective than conventional video games. However, our findings remain inconclusive, mainly because there was a high risk of bias in the individual studies included, the quality of meta-analyzed evidence was low, few studies were included in some meta-analyses, patients without anxiety were recruited in most studies, and purpose-shifted serious games were used in most studies. Therefore, serious games should be considered complementary to existing interventions. Researchers should use serious games that are designed specifically to alleviate depression, deliver other therapeutic modalities, and recruit a diverse population of patients with anxiety.
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spelling pubmed-88876392022-03-10 The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis Abd-alrazaq, Alaa Alajlani, Mohannad Alhuwail, Dari Schneider, Jens Akhu-Zaheya, Laila Ahmed, Arfan Househ, Mowafa JMIR Serious Games Review BACKGROUND: Anxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, which are games that have a purpose other than entertainment. The effectiveness of serious games in alleviating anxiety has been investigated by several systematic reviews; however, they were limited by design and methodological weaknesses. OBJECTIVE: This study aims to assess the effectiveness of serious games in alleviating anxiety by summarizing the results of previous studies and providing an up-to-date review. METHODS: We conducted a systematic review of randomized controlled trials (RCTs). The following seven databases were searched: MEDLINE, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also conducted backward and forward reference list checking for the included studies and relevant reviews. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies. RESULTS: Of the 935 citations retrieved, 33 studies were included in this review. Of these, 22 RCTs were eventually included in the meta-analysis. Very low–quality evidence from 9 RCTs and 5 RCTs showed no statistically significant effect of exergames (games entailing physical exercises) on anxiety levels when compared with conventional exercises (P=.70) and no intervention (P=.27), respectively. Although 6 RCTs demonstrated a statistically and clinically significant effect of computerized cognitive behavioral therapy games on anxiety levels when compared with no intervention (P=.01), the quality of the evidence reported was low. Similarly, low-quality evidence from 3 RCTs showed a statistically and clinically significant effect of biofeedback games on anxiety levels when compared with conventional video games (P=.03). CONCLUSIONS: This review shows that exergames can be as effective as conventional exercises in alleviating anxiety; computerized cognitive behavioral therapy games and exergames can be more effective than no intervention, and biofeedback games can be more effective than conventional video games. However, our findings remain inconclusive, mainly because there was a high risk of bias in the individual studies included, the quality of meta-analyzed evidence was low, few studies were included in some meta-analyses, patients without anxiety were recruited in most studies, and purpose-shifted serious games were used in most studies. Therefore, serious games should be considered complementary to existing interventions. Researchers should use serious games that are designed specifically to alleviate depression, deliver other therapeutic modalities, and recruit a diverse population of patients with anxiety. JMIR Publications 2022-02-14 /pmc/articles/PMC8887639/ /pubmed/35156932 http://dx.doi.org/10.2196/29137 Text en ©Alaa Abd-alrazaq, Mohannad Alajlani, Dari Alhuwail, Jens Schneider, Laila Akhu-Zaheya, Arfan Ahmed, Mowafa Househ. Originally published in JMIR Serious Games (https://games.jmir.org), 14.02.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Review
Abd-alrazaq, Alaa
Alajlani, Mohannad
Alhuwail, Dari
Schneider, Jens
Akhu-Zaheya, Laila
Ahmed, Arfan
Househ, Mowafa
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
title The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
title_full The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
title_fullStr The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
title_full_unstemmed The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
title_short The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
title_sort effectiveness of serious games in alleviating anxiety: systematic review and meta-analysis
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8887639/
https://www.ncbi.nlm.nih.gov/pubmed/35156932
http://dx.doi.org/10.2196/29137
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