scholarly journals School-based depression and anxiety prevention programs for young people: A systematic review and meta-analysis

2017 ◽  
Vol 51 ◽  
pp. 30-47 ◽  
Author(s):  
Aliza Werner-Seidler ◽  
Yael Perry ◽  
Alison L. Calear ◽  
Jill M. Newby ◽  
Helen Christensen
2021 ◽  
pp. 102079
Author(s):  
Aliza-Werner-Seidler ◽  
Samantha Spanos ◽  
Alison L. Calear ◽  
Yael Perry ◽  
Michelle Torok ◽  
...  

2013 ◽  
Vol 29 (3) ◽  
pp. 427-441 ◽  
Author(s):  
S. Corrieri ◽  
D. Heider ◽  
I. Conrad ◽  
A. Blume ◽  
H.-H. Konig ◽  
...  

2018 ◽  
Vol 19 (4) ◽  
pp. 468-489 ◽  
Author(s):  
Elliot Marseille ◽  
Ali Mirzazadeh ◽  
M. Antonia Biggs ◽  
Amanda P. Miller ◽  
Hacsi Horvath ◽  
...  

2014 ◽  
Vol 156 ◽  
pp. 8-23 ◽  
Author(s):  
Marie Bee Hui Yap ◽  
Pamela Doreen Pilkington ◽  
Siobhan Mary Ryan ◽  
Anthony Francis Jorm

2019 ◽  
Vol 6 (12) ◽  
pp. 1011-1020 ◽  
Author(s):  
Deborah M Caldwell ◽  
Sarah R Davies ◽  
Sarah E Hetrick ◽  
Jennifer C Palmer ◽  
Paola Caro ◽  
...  

BJPsych Open ◽  
2022 ◽  
Vol 8 (1) ◽  
Author(s):  
Christopher Townsend ◽  
Clara Humpston ◽  
Jack Rogers ◽  
Victoria Goodyear ◽  
Anna Lavis ◽  
...  

Background Recent research has investigated the use of serious games as a form of therapeutic intervention for depression and anxiety in young people. Aims To conduct a systematic review and meta-analysis into the effectiveness of gaming interventions for treating either depression or anxiety in individuals aged 12–25 years. Method An electronic search was conducted on the 30 March 2020, using PsycINFO, ISI Web of Science Core Collection, Medline and EMBASE databases. Standardised effect sizes (Hedge's g) were calculated for between-participant comparisons between experimental (therapeutic intervention) and control conditions, and within-participant comparisons between pre- and post-intervention time points for repeated measures designs. Results Twelve studies (seven randomised controlled trials (RCTs) and five non-randomised studies) were included. For RCTs, there was a statistically significant and robust effect (g = −0.54, 95% CI −1.00 to −0.08) favouring the therapeutic intervention when treating youth depression. For non-RCTs, using a repeated measures design, the overall effect was also strong (g = −0.75, 95% CI −1.64 to 0.14) favouring therapeutic intervention, but this was not statistically significant. Interestingly, we found no statistically significant effect for treating youth anxiety. Conclusions There is preliminary evidence to suggest that gaming interventions are an effective treatment for youth depression, but not anxiety. Further research is warranted to establish the utility, acceptability and effectiveness of gaming interventions in treating mental health problems in young people.


2019 ◽  
Vol 48 (9) ◽  
pp. 1668-1685 ◽  
Author(s):  
Robyn Feiss ◽  
Sarah Beth Dolinger ◽  
Monaye Merritt ◽  
Elaine Reiche ◽  
Karley Martin ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document