Video game–based interventions for depressive symptoms in adults: A systematic review and qualitative synthesis
DOI:
https://doi.org/10.24016/2026.v12.485Keywords:
video games, depression, mental health, online interventions, systematic reviewAbstract
Background: Depression is one of the most prevalent mental health disorders worldwide, and conventional treatments may face limitations related to accessibility, stigma, adherence, and variable response. Video game–based interventions, including serious games and commercially available off-the-shelf games, have emerged as potentially accessible and engaging tools for supporting mental health care.
Objective: This systematic review aimed to evaluate the reported therapeutic effects of video game–based interventions on depressive symptoms in adults through a structured qualitative synthesis of the available evidence.
Methods: A comprehensive search was conducted in PubMed, PsycINFO, Cochrane Library, Web of Science, and IEEE Xplore for studies published from January 2018 to January 2024, following PRISMA guidelines and a protocol registered in PROSPERO (CRD420251107133). Eligible studies included adult participants with a clinical diagnosis of depression or elevated depressive symptoms, evaluated video game–based interventions, and reported depressive symptom outcomes using validated or clearly defined psychological measures. Randomized controlled trials and non-randomized interventional studies were included. Risk of bias (RoB) was assessed using RoB 2 for randomized trials and ROBINS-I for non-randomized studies.
Results: Of 2,038 records identified, 13 studies met the inclusion criteria. The included studies varied substantially in design, population, intervention type, platform, duration, comparator condition, and outcome measurement. Video game–based interventions were generally associated with improvements in depressive symptoms, while secondary outcomes included anxiety, emotional regulation, cognitive function, sleep quality, self-efficacy, and psychological well-being when reported. Common intervention types included casual games, exergames, role-playing games, mobile applications, and online games. However, methodological heterogeneity, small sample sizes in several studies, variable risk of bias, and limited follow-up reduced the comparability of findings and precluded quantitative synthesis.
Conclusion: The available evidence suggests that video game–based interventions may be associated with improvements in depressive symptoms in adults. However, due to methodological heterogeneity, variable risk of bias, and the absence of meta-analysis, these findings should be interpreted with caution. Further adequately powered randomized controlled trials with standardized intervention reporting, validated depression outcomes, appropriate comparator groups, and long-term follow-up are needed to clarify their therapeutic role.
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