Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review
Abstract
:1. Introduction
- Can CSGs be effective as therapies for affective disorders in autistic and neurotypical individuals?
- For which affective disorders among autistic or neurotypical individuals have CSGs been effectively applied?
- What are the design characteristics of the games that are effective for different affective disorders?
2. Review Methodology
2.1. Eligibility Criteria
- Have investigated digital game-based intervention or the usage of games for detection, diagnosis, prognosis, therapeutics of affective disorders or its effects on individuals having said disorders
- Be a published journal, conference article, book, or book chapter;
- Be written in English;
- Be published in the last 15 years;
- Have participants.
- Be reviews, surveys or reports;
- Not use computer-based (either VR, portable or desktop) games;
- Only address aspects of affective disorders indirectly, for instance, where affective disorders were not the main ailment for the participants and were only treated as a consequence of some other illness.
2.2. Article Screening and Data Extraction Process
2.3. Key Points of Analysis
- Game design characteristics:The hallmark of an effective CSG is for it to align with the three pillars of the triadic game design methodology [93], which are ‘reality’ (referring to what real-world issue the CSG solves), ‘meaning’ (referring to the purpose of the CSG as well as the context of the game) and ‘play’ (referring to how the interaction happens between the players and the game). The ‘reality’ for a CSG can be obtained from the application of the game in a study, e.g., if it is used for reducing the symptoms of depression in neurotypical adolescents [93]. The ‘meaning’ of a game can be partially obtained from the application of the game in a study, e.g., the purpose of a game could be a therapeutic experience to individuals with anxiety and autism, and partially through the target populations’ profile as well as gameplay type (single player vs. multiplayer) [93]. Finally, the ‘play’ of a game can be obtained from the game design characteristics (genre, player perspective, game dimensionality and mechanics) as all of these have a direct impact on how the player interacts with the game [93]. The game genre classification was based on the revised genre map developed for games [94], with some added genres that are discussed further in Section 3.1. Therefore, we compared the game design characteristics of the different games that were used in the selected studies.
- Experimental methodologies:As stated in [95], “A proper experimental design serves as a road map to the study methods, helping readers to understand more clearly how the data were obtained and, therefore, assisting them in properly analyzing the results”. Hence, it will be important for us to know about the experimental methodology used in the studies in order to understand the significance of the findings and to have them compared.
- Data collection and evaluation techniques:
- Outcomes of the studies:It is necessary to comparatively analyze the effectiveness of a particular application of a CSG for a specific affective disorder and for a specific population [80]. As, based on the outcomes of the selected studies, it could be determined whether the CSG application would be effective or not, comparing the outcomes of the selected studies is necessary to satisfy the research questions of this study.
Game Name | Platform | Game Genre | Player Perspective | Game Dimensionality | Description of Gameplay | Game Mechanics | Control Group’s Game | Citation |
---|---|---|---|---|---|---|---|---|
Neuro Racer | Ipad OS | Racing | First Person | 3D | The game involves guiding a character through a continuous road while responding to select targets. | ->Controlling a car on a road ->Avoiding obstacles as they appear | Connecting letters in a grid on the screen horizontally, vertically, or diagonally to form as many words of at least two letters as possible during a 25-min period [98], NA for [37,56] | [37,56,98] |
Not given | Roblox | Music | Isometric | 2D | Players had to press certain areas on the screen based on rhythm being played and on-screen cues. | ->Hitting targets ->Targets appear based on the music being played | NA | [33] |
Pegasas VR | Not given | Social VR | Immersive | 3D (VR) | The VR game had AI virtual agents that conversed with the player in their school’s setting. | ->No real reward mechanism ->Player exposed to socialisation scenarios | NA | [34] |
MindLight | Microsoft Xbox 360 [35,55], Windows [49], Not Given for [62,64] | Adventure | Third Person | 3D | The game centers on Arty, who must navigate through his grandmother’s scary mansion with the help of a glowing hat named Teru. | ->The light is essential for navigation and survival of the player ->Brightness of light depends on player’s relaxation levels ->Has several antagonists the player must survive from | NA [35], Same, just that the 2nd phase trail is considered the control group [49], NA for [35,49,55,62], Tiple | [35,49,55,62,64] |
ACT RAGE-Control | Not given | Action | Isometric | 2D | Players will fly a spaceship and must control their heart rate, measured by pulse oximeter, to allow their spaceship to fire. If a player’s heart rate exceeds baseline by 7 bpm, their spaceship will fire blanks. These blanks do not destroy the asteroids and are accompanied by a different sound. | ->Player heartrate impacted the win probability ->Ship control was voluntary-Had reward score | Identical to ACT RAGE-Control but the heart rate does not effect the gameplay. | [36] |
Not given | VR TierOne | Therapeutic VR | Immersive | 3D (VR) | Virtual Therapeutic Garden where the participant is able to calm down and relax. | ->Move around in virtual world ->Player could change environment | NA | [38] |
Vrelax | Android, Samsung Gear VR | Therapeutic VR | Immersive | 3D (VR) | Participants could navigate between interconnected 360-degree video nature environments such as beaches, underwater coral reefs, mountain meadows, etc. by looking at hotspots that were activated after 2 s. | ->Move around in virtual world ->Player could change environment by going to hotspots | NA | [39] |
Tetris | Nintendo DS XL [45], Not Given [40] | Puzzle | Isometric | 2D | Arranging the orientation of different shaped blocks that keep falling from the top of screen, in order to fit them without gaps to eliminate them. | ->Player can change orientation of falling objects ->After leveling off the latest layer, the player gets more ‘life’ | NA | [40,45] |
Bear Blast | Oculus VR | Action-Shooter | Immersive | 3D (VR) | Participant throughs objects to pop virtual bears. | ->Can shoot targets with different objects ->Had reward scores | Candy crush | [41] |
BIPOLIFE | Web | Social Simulation | Isometric | 3D | The participant controls an avatar who has BD and acts in a variety of everyday life situations. | ->Player can interact with NPCs through dialogues ->Game has alternate storylines based on player decisions | NA | [42] |
Not given | iOS | Social VR | Immersive | 3D (VR) | Participant interacted with virtual classmates in a classroom setting. | ->No real reward mechanism ->Player exposed to socialisation scenarios | NA | [43] |
Plants vs. Zombie | Not Given | Action-Shooter | Isometric | 3D | Mutated plants are used to shoot down Zombies. | ->Typical shooter mechanic ->Player can shoot zombies with plants | NA | [44] |
VIMSE | Android, Samsung Gear VR | Therapeutic VR | Immersive | 3D (VR) | The participant was exposed to increasingly realistic spiders, just as in OSTs. | ->Player could interact with virtual spiders ->Spiders become and more realistic with each level | NA | [46] |
Not given | Windows, Oculus Dev kit | Therapeutic VR | Immersive | 3D (VR) | Patients were exposed to five different researcher-controlled VR dental scenarios. | ->The patients were exposed to five different VR dental scenarios that were controlled by researchers using two networked computers and a head-mounted device. Patients had limited interaction ability within the virtual environment | NA | [47] |
Space Academy | Windows | Therapeutic VR | Immersive | 3D (VR) | The application had several prebuilt virtual environments that the participant could explore. | ->Player could move around a virtual world ->Could change the environment as well | NA | [48] |
Dance Central | Xbox 360 | Exergame | Immersive | 3D | Copying movements of on-screen characters that are tracked by Kinect devices. | ->Tracked player movement is compared with NPC movement to give reward score. | NA | [50] |
Hit the Cancer | Android | Shooter | First Person | 2D | Different cells, either cancerous or not, keep on coming ìt the screen and the player has to shoot only the cancerous cells down. | ->Typical shooter mechanics ->Had reward points | NA | [51] |
Pesky Gnats: The Feel Good Island | Android/iOS/Windows | Adventure | Third Person | 3D | Explore the virtual island and interact with the locals. | ->Player can customise playing character ->Has scoring mechanism ->Can interact with NPCs through dialogues | Same, just that the 2nd phase trail is considered the control group | [52] |
Claustrophobia Game | Windows, Oculus Rift | Exploration | First Person | 3D | The player can explore a 3D world and navigation pointers lead the player to confined spaces. | ->Move around in virtual world ->Following navigation cues leads to confined spaces | Same, just control group does not have claustrophobia. | [53] |
0Phobia | Android/iOS | Exploration and Action | Immersive | 3D (VR) | The player is exposed to several scenarios that his/her acrophobia in the game. | ->Move around in an interactive theatre ->Complete tasks related to acrophobia | Same, just that the 2nd phase trail with a different is considered the control group. | [54] |
Not given | Windows, V8 HMD | Therapeutic VR | Immersive | 3D (VR) | The participant has several virtual places to move around in the virtual world. | ->No real rewardmechanism ->Player exposed to socialisation scenarios | NA | [57] |
Flowy | iOS | Adventure | Isometric | 2D | The application had several minigames with different dynamics. | Not Given | Same, just that the 2nd phase trail is consideredthe control group. | [58] |
Maya | Web | Role-playing Adventure | First Person | 3D | The player controls the namesake protagonist who interacts with out spoken characters and takes part in socially challenging activities. | ->Player can interact with NPCs through dialogues ->Game has alternate storylines based on player decisions | NA | [59] |
Processing Speed Training Game | Android | Puzzle | Isometric | 2D | A collection of games that include localization, detection, or identification elements. | ->Moving onscreen objects to solve puzzles | knowledge quiz training game. | [60] |
Wii Sports gaming package | Nintendo’s Wii Sports | Exergame | Immersive | 3D | Contained an assortment of sports oriented games. | ->Moving onscreen objects with Wii controllers to play sports games | NA | [61] |
New Horizon and SpaceControl | Android/iOS | Exploration Puzzle | First Person | 2D | The protagonists travels through space and explores different planets. There were some additional mini games. | ->Ensamble organisation of games -> Main game involves moving a ship in space with obstacles | NA | [63,67] |
Not given | Merlin i-theatre | Not Given | Immersive | 3D (VR) | Not Given | Not Given | NA | [65] |
Not given | Customised | SocialVR | Immersive | 3D (VR) | A blue room was used to project a virtual environment all around the participant and different scenes of different social situations were played with virtual interactring agents. | ->No real reward mechanism ->Player exposed to socialisation scenarios | NA | [66] |
Not given | Customised | Social VR | Immersive | 3D (VR) | A blue room was used to project a virtual environment all around the participant and different scenes of different social situations were played with virtual interactring agents. | ->No real reward mechanism ->Player exposed to socialisation scenarios | NA | [68] |
Number of Participants | Mean Age | Participant Age Min | Participant Age Max | Type of Affective Disorder | ASD/Neuro | Control Group’s Intervention | Citation |
---|---|---|---|---|---|---|---|
37 | 40 | 25 | 55 | Major Depressive Disorder | Neurotypical | Were administered a different game | [98] |
56 | 22 | 18 | 26 | Subthreshold or Mild depression | Neurotypical | No intervention | [33] |
38 | 9.5 | 7 | 12 | Social Anxiety Disorder | Neurotypical | Were administered SET-C | [34] |
117 | 12 | 8 | 16 | Anxiety | Neurotypical | Therapist led Cognitive Behavioural Therapy. | [35] |
40 | 13.5 | 10 | 17 | Emotional dysregulation of anger and aggression | Neurotypical | ACT with sham video game | [36] |
34 | 60 | 45 | 75 | Major Depressive Disorder | Neurotypical | No control groups. | [37] |
77 | 62.5 | 40 | 85 | Depression & Anxiety | Neurotypical | Traditional Cardiac Rehabilitation | [38] |
50 | 39 | 27 | 51 | Depressive Disorder, Bipolar Disorder, Anxiety Disorder | Neurotypical | Standard relaxation exercises | [39] |
40 | 34 | 27 | 41 | PTSD | Neurotypical | Standard PTSD therapy | [40] |
20 | 65 | 53 | 77 | Anxiety | Neurotypical | Control intervention was a tablet-based game with comparable audio, visual, and tactile components | [41] |
41 | 47.5 | 35 | 60 | Bipolar Disorder | Neurotypical | Treatment as usual | [42] |
27 | 14.5 | 13 | 16 | Public Speaking Anxiety (PSA) | Neurotypical | NA | [43] |
49 | 18 | 18 | 18 | Recurring depression | Neurotypical | Regular antidepressant drug | [44] |
71 | 31 | 19 | 43 | PTSD | Neurotypical | NA | [45] |
100 | 34 | 24 | 44 | Spider Phobia | Neurotypical | One session treatment | [46] |
30 | 23.5 | 14 | 33 | Dental Phobia | Neurotypical | Informational Pamphlet condition | [47] |
1 | 15 | 15 | 15 | Anxiety | Neurotypical | NA | [48] |
43 | 10 | 8 | 12 | Anxiety | Neurotypical | Standard therapy | [49] |
47 | 71 | 64 | 78 | Depression and Fear of Falling | Neurotypical | NA | [50] |
30 | 47.5 | 37 | 58 | Anxiety and depression | Neurotypical | Usual therapy | [51] |
24 | 46 | 23 | 69 | Anxiety and depression | Both | Same, just that the 2nd phase trail is considered the control group | [52] |
33 | 25.5 | 15 | 36 | Anxiety | Neurotypical | Same, just controlgroup does not have claustrophobia | [53] |
180 | 41.5 | 18 | 65 | Acrophobia | Neurotypical | Same, just that the 2nd phase trail with a different is considered the control group | [54] |
174 | 9.5 | 7 | 12 | Anxiety | Neurotypical | Coping Cat | [55] |
22 | 68 | 62 | 74 | Late life depression | Neurotypical | Problem solving Therapy | [56] |
16 | 72 | 60 | 84 | Fear of Falling | Neurotypical | Usual therapy | [57] |
63 | 41.5 | 18 | 65 | Anxiety | Neurotypical | Same, just that the2nd phase trail is considered the control group | [58] |
15 | 16 | 14 | 18 | Depression | Neurotypical | NA | [59] |
72 | 69 | 65 | 73 | Depression | Neurotypical | A different game was given. | [60] |
19 | 78.5 | 63 | 94 | Subsyndromal depression | Neurotypical | NA | [61] |
8 | 10 | 8 | 12 | Anxiety | ASD | NA | [62] |
3 | 8 | 6 | 10 | Anxiety | ASD | NA | [63] |
109 | 12 | 8 | 16 | Anxiety | ASD | Another puzzle game | [64] |
40 | 11.5 | 8 | 15 | Dental Anxiety | ASD | NA | [65] |
9 | 10 | 7 | 13 | Anxiety & Phobia/fear | ASD | NA | [66] |
3 | 8 | 6 | 10 | Anxiety | ASD | NA | [67] |
8 | 37.5 | 18 | 57 | Phobia | ASD | NA | [68] |
Intervention | Evaluation Technique | Outcome | Experimental Methodology | Data Collection Technique | Citation |
---|---|---|---|---|---|
Administered AKL-T03 through a videogame. | Analysis of Covariance (ANCOVA) | Significant improvement in sustained attention and in cognitive functioning. | Double-blind randomized controlled trial | Realtime with remote servers and some post-game questionnaires | [98] |
Music-based casual video game. | Depression anxiety and stress scale (DASS-21), Positive and Negative Affect Scale (PNAS), General Self-efficacy Scale (GSES), Emotion Regulation Questionnaire(ERQ) | The depression, anxiety, and stress symptoms were significantly reduced in the experimental group participants after 4 weeks of music-based video game training compared with the control group. | Randomized controlled trial | Realtime through the game, pre- and some post-game questionnaires | [33] |
Social VR game | Clinical Global Impressions Scale (CGI), Children’s Global Assessment Scale (C-GAS), Child Behavior Checklist (CBCL), Social Phobia and Anxiety Inventory for Children-Parent Version (SPAIC-PV) | Decreased anxiety and improved social skill in social encounters. | Randomized controlled trial | Observation, pre- and some post-game questionnaires | [34] |
An adventure, third-person neurofeedback game. | Spence Children’s Anxiety Scale (SCAS), State Anxiety Measure, Heart Rate | All measures of anxiety significantly decreased. | Randomized controlled trial | Observation, during a game session by pausing gameplay and some post-game questionnaires | [35] |
A ‘Space Invaders’ themed game was administered. | State-Trait Anger Expression Inventory-Child Adolescent (STAXi-CA), Modified Overt Aggression Scale (MOAS), Disruptive Behavior Rating Disorder Scale (DBDRS), Clinical Global Impressions Severity/Improvement (CGI-S and CGI-I) | Reduced behavioral expression of anger, but not the experience of angry feelings. | Double-blind randomized controlled trial | Pre and post-game questionnaires | [36] |
Racing Game (AKL-T01) was administered. | fMRI during a Stroop/Flanker task, resting-state functional connectivity (rsFC), attending or ignore distractor (AID), Conners’ continuous performance Test (CPT), self-reported subscale of Frontal systems behavior scale (FrSBe), Patient Health Questionnaire (PHQ-9) | A significant reduction in depressive mood symptoms | Two-phase clinical trial | Pre and post-game questionnaires and brains scans during gameplay | [37] |
A Therapeutic VR game was administered. | Hospital Anxiety and depression Scale (HADS), Perception of Stress Questionnaire (PSQ) | Reduced the level of anxiety and depression symptoms. | Randomized controlled trial with a blinded outcome assessor | Post-game questionnaires | [38] |
A Therapeutic VR game was administered. | Visual Analog Scales (VAS), Perceived Stress Scale, Inventory of Depressive Symptomatology-Self-Report, Simulator Sickness Questionnaire | Intervention had a stronger beneficial effect on momentary anxiety, sadness, and cheerfulness. | Randomized crossover trial | Post-game questionnaires | [39] |
EMDR Tetris video game. | Posttraumatic Diagnostic Scale (PDS), Beck depression Inventory II (BDI-II), State-Trait Anxiety Inventory (STAI), MRI scanning | Hippocampal volume increased in the Tetris group, indicating reductions in symptoms of PTSD, depression and anxiety. | Controlled trial | Post-game questionnaires and MRI scans | [40] |
An action VR game was administered. | State-Trait Anxiety Inventory | Significant reductions in feeling tense, strained, and upset. | Single blinded randomized controlled trial | Post-game questionnaires | [41] |
A social simulation game where the player avatar has Bipolar Disorder was administered. | Medication Adherence Rating Scale (MARS), Drug Attitude Inventory (DAI-10) | Intervention may help patients with Bipolar Disorder to increase their confidence in medications, if used regularly. | Two-arm open randomized controlled trial | Pre and post-game and follow-up questionnaires | [42] |
A social VR game was administered that encourage adolescents to communicate with classmates. | Heart rate, Public Speaking Anxiety Scale (PSAS), Social Interaction Anxiety Scale (SIAS) | Significant decrease in PSA symptoms. | Non-randomized feasibility and pilot trial | Pre and post game and follow-up questionnaires | [43] |
Administered an off-the-shelf videogame called Plants vs. Zombies. | Patient Health Questionnaire (PHQ-9) | Treatment-resistant depression symptoms (TRDS) and improving heart rate variability (HRV). | Non-randomized controlled trial | Pre and post-game and follow-up questionnaires | [44] |
Tetris video game and physical exercise was administered. | Depression Anxiety Stress Scales short form (DASS-21) | No significantly different in PTSD symptoms were found for the intervention. | Unblinded two-phased trial | Pre and post game and follow-up questionnaires | [45] |
A Therapeutic VR game was administered. | Behavioral Approach Test (BAT), Structured Clinical Interview for DSM-IV Axis-I Disorders (SCID-I/P), Spider Phobia Questionnaire (SPQ), Generalized Anxiety Disorder Assessment (GAD-7), Negative Effects Questionnaire (NEQ-32), Igroup Presence Questionnaire (IPQ) | Stronger reductions behavioral avoidance and self-reported fear in the intervention group than the control. | Parallel group randomized non-inferiority trial | Pre and post game andfollow-up questionnaires | [46] |
A Therapeutic VR game was administered. | Visual Analogue Scale-Assessment (VAS-A), Modified Dental Anxiety Scale (MDAS), Dental Fear Survey(DFS), Behavioural Avoidance Test (BAT) | Showed a significant reduction in anxiety scores. | Single-blind randomized controlled trial | Pre and post game and follow-up questionnaires | [47] |
A Therapeutic VR game was administered. | State-Trait Anxiety Inventory for Children (STAIC), Positive and Negative Affective Scale (PANAS), Resilience Scale, Avoidance and Fusion Questionnaire for Youth (AFQ-Y), The Willingness and Action Measure for Children and Adolescents (WAM-C/A) | Results show good acceptability and feasibility, improved state and trait anxiety, resilience, and emotional competence in controlling behavior. | Case study | Pre and post game and follow-up questionnaires | [48] |
An adventure, third person neurofeedback game. | Spence Children’s Anxiety Scale (SCAS-C), Diagnostic and Statistical Manual of Mental Disorders (DSM-IV) | Results showed that changes in in-game play behaviours representing therapeutic exposure techniques predicted improvements in anxiety symptoms 3 months later. | Randomized controlled trial | Video capture of player reactions as well as pre and post game questionnaires | [49] |
An exergame was administered. | Geriatric Depression Scale (GDS), Falls Efficacy Scale-International Brazil (FES-I Brazil), Biodex System 4 Dynamometer | Indicated to decrease depressive symptoms in fallers and increase the peak torque in non-fallers among community-dwelling older women. | Non-randomized pilot trial | Post-game questionnaire and during game observation | [50] |
A mobile shooting game was administered. | Beck depression Inventory (BDI), Beck Anxiety Inventory (BAI), Stress Response Inventory (SRI) | BDI and SRI scores in the Game group greatly decreased compared with those in the Nongame group. | Randomized controlled trial | Pre and post game and follow-up questionnaires | [51] |
An adventure, third person game was administered. | Novel interview schedule | Improved symptoms but not significantly. | Pilot randomized controlled trial | Post-game questionnaires | [52] |
An exploration oriented third person game was administered. | Novel interview schedule | Anxiety measure showed a decrease. | Controlled trial | Pre and post-game questionnaires | [53] |
A customised Exploration game was administrated. | Acrophobia Questionnaire, Attitudes Towards Heights Questionnaire (ATHQ), Beck Anxiety Inventory (BAI), System Usability Scale (SUS), Igroup Presence Questionnaire (IPQ), Patient Health Questionnaire (PHQ-9) | Anxiety measure showed a decrease. | Two phase randomized controlled trial | Pre and post game and follow-up questionnaires | [54] |
An adventure, third person neurofeedback game. | Spence Children’s Anxiety Scale (SCAS) | Decreased anxiety more than control intervention. | Randomized controlled non-inferiority trial | Pre and post game and follow-up questionnaires | [55] |
Racing Game (AKL-T01) was administered. | Hamilton Depression Rating Scale (HAM-D), Patient Health Questionnaire (PHQ-9) | Mood is improved compared to control. | Proof-of-concept trial | Pre and post game and follow-up questionnaires | [56] |
A Therapeutic VR game was administered. | Spielberger State–Trait Anxiety Inventory (state anxiety: STAI form Y-A; trait anxiety: STAI form Y-B), Sheehan Disability Scale (SDS), Beck depression Inventory (BDI) | No significantly different effect on depressive symptoms were found for the intervention. | Randomized controlled trial | Pre and post-game questionnaires | [57] |
An aggregation of mini games was administered. | Anova | No significantly different effect on anxiety and panic symptoms were found for the intervention. | Unblinded parallal group randomized trial | Pre and post game and follow-up questionnaires | [58] |
A customsed social interaction game was administered. | Acceptability score, Custom developed questionnaire for psychometrics | Acceptability score and other measures suggest such a game could be useful in decreasing depressive mood. | Pilot trial | Pre and post-game questionnaires | [59] |
A custom developed collection of games were administered. | Profile of Mood State second edition (POMS2), World Health Organization Subjective Well-being Inventory (WHO-SUBI) | Reduced depressive mood more than control. | Single-blinded randomized control trial | Pre and post-game questionnaires | [60] |
A collection of exergames were administered | Depressive Symptoms (QIDS), Beck Anxiety Inventory (BAI) | Significant reduction in depressive symptoms. | Pilot trial | Pre and post-game questionnaires | [61] |
An adventure, third person neurofeedback game. | Spence Children’s Anxiety Scale (SCAS), Spence Child Anxiety Scale for Parents (SCAS-P), Anxiety Disorders Interview Schedule for DSM-IV | The effect MindLight has on anxiety reduction is not enhanced by concurrent CBT. | Pilot trial | Pre and post-game questionnaires | [62] |
A custom appplication of a game and a control panel for parents were administered. | Spence’s Children Anxiety Scale (SCAS), Spence Children Anxiety Scale-Parents (SCAS-P) | Not significant results as the participants did not all follow the protocols. | Pilot trial | Pre and post-game questionnaires accompanied with interviews. | [63] |
An adventure, third person neurofeedback game. | Spence Children’s Anxiety Scale (SCAS), Spence Child Anxiety Scale for Parents (SCAS-P) | Not significant results. | Randomized controlled trial | Pre and post-game questionnaires | [64] |
A customised VR environment was administered. | Venham’s Picture Test, Frankel’s Behavior Rating scales | Significant reduction in anxiety symptoms. | Pilot trial | Pre and post game and follow-up questionnaires | [65] |
A Therapeutic VR game was administered | Spence Children’s Anxiety Scale-parent version (SCAS-P) and child version (SCAS-C), Target Behaviours scale | Merging CBT and VR proved to be highly effective. | Pilot trial | Pre and post-game questionnaires | [66] |
A custom appplication of a game and a control panel for parents was administered. | Spence’s Children Anxiety Scale (SCAS), Spence Children Anxiety Scale-Parents (SCAS-P) | Not significant results as the participants did not all follow the protocols. | Pilot trial | Pre and post-game questionnaires accompanied with interviews. | [67] |
A Therapeutic VR game was administered | Spence Children’s Anxiety Scale-parent version (SCAS-P) and child version (SCAS-C), Target Behaviours scale, Beck Anxiety Inventory (BAI), Generalized Anxiety Disorder 7 (GAD-7), Patient Health Questionnaire-9 (PHQ-9) | Merging CBT and VR proved to be highly effective. | Pilot trial | Pre and post-game questionnaires | [68] |
3. Observations and Analysis
3.1. Characteristics of Selected Studies
3.2. Methodological Characteristics of Selected Studies
3.3. Serious Games for Affective Disorders
3.4. Impact of Interventions on Affective Disorders
4. Results and Discussion
- Can serious games be effective as therapies for affective disorders in autistic and neurotypical individuals?There were 30 different outcome measures utilized in different combinations in the studies and eight of them showed no significant impact of serious game interventions in seven studies [45,57,58,62,63,64,67]; however, apart from 1, 7 of these outcome measures and 22 of the other outcome measures in the rest of 30 studies showed a positive impact of the serious games intervention as a therapy or mediator of other therapies for different affective disorders for both ASD and neurotypical populations. Therefore, the studies support the application of serious games for affective disorders in autistic and neurotypical individuals. Even though several of the studies did not have the appropriate sample sizes for their results to be statistically significant, for instance, 9 out of 37 studies had sample sizes less than 20, still more than 75% of the studies we reviewed had an appropriate sample size and hence this further solidifies the applicability of serious games for affective disorders in autistic and neurotypical individuals.
- For which affective disorders among autistic or neurotypical individuals have serious games been effectively applied?Table 3 shows the details of the participants in the studies reviewed. In general, there were five different affective disorders found in the populations of the studies, which were depression, anxiety, phobias, bipolar disorder and their comorbidities, along with emotional dysregulation of anger and aggression. Together with Table 3 and Table 4, it can be seen that there were successful applications of serious games for all of these affective disorders in at least one of the studies reviewed. Depression was shown to have the highest comorbidity, appearing with other affective disorders in five studies [38,39,50,51,52], followed by anxiety appearing in four studies [39,51,52,66].
- What are the design characteristics of the games that are effective for different affective disorders?The charts in Figure 3, Figure 4 and Figure 5 present the characteristics of the games that were used effectively for depression (and its comorbidities), anxiety (and its comorbidities), phobias (and its comorbidities), bipolar disorder (and its comorbidities) and emotional dysregulation of anger and aggression in the selected studies. Figure 3 shows the distribution of games in terms of the different game dimensionalities observed (2D, 3D or 3D (VR)), Figure 4 shows the distribution of games in terms of the different player perspectives in the game that were observed (first person, third person, immersive or isometric) and finally Figure 5 shows the distribution of games in terms of the different game genres observed (adventure, driving, puzzle, shooter, etc.)From Figure 3, it is apparent that 3D games were more frequently utilized for intervention for depression patients, which was 3D (VR) and 3D for anxiety, predominantly 3D (VR) for phobias, 3D (VR) and 3D for bipolar disorder and 2D for emotional dysregulation of anger and aggression in the selected studies. Figure 4 clearly shows that first-person and immersive games were more frequently utilized for intervention for depression patients, which was immersive and third-person for anxiety, again predominantly immersive for phobias, isometric for bipolar disorder as well as for emotional dysregulation of anger and aggression in the selected studies. As isometric games can have 2D, 3D, or even a hybrid of these two dimensionalities, and hence are very versatile in terms of implementation [102], it is understandable that such games were chosen for interventions of two different affective disorders. It can be seen in Figure 5 that racing games have been utilized the most, followed by therapeutic VR, exergames and shooter games for intervention for individuals with depression. For interventions for individuals with anxiety, adventure games and social VR were utilized the most, followed by therapeutic VR. Therapeutic VR and social VR were the most utilized for intervention for individuals with phobias, followed by racing and exploration games. For individuals with bipolar disorder, therapeutic VR and social simulation games were mostly utilized as interventions, and for emotional dysregulation of anger and aggression an action game was utilized.
- For depression and its comorbidities: 11 games were applied and the most frequently occurring player perspective, game dimensionality and genre were 3D at 63.64% (7/11), first person/immersive at 36.36% (4/11) each and racer at 27.27% (3/11), respectively.
- For anxiety and its comorbidities: 14 games were applied and the most frequently occurring player perspective, game dimensionality and genre were 3D (VR) at 57.14% (8/14), immersive at 50% (7/14) and adventure at 28.57% (4/14), respectively.
- For phobias and its comorbidities: six games were applied and the most frequently occurring player perspective, game dimensionality and genre were 3D (VR) at 83.33% (5/6), immersive at 100% (6/6) and therapeutic VR/social VR at 33.33% (2/6) each, respectively.
- For bipolar disorders and its comorbidities: two games were applied and the most frequently occurring player perspective, game dimensionality and genre were 3D/3D (VR) at 50% (1/2) each, isometric 100% (2/2) and therapeutic VR/social VR at 50% (1/2) each, respectively.
- For emotional dysregulation of anger and aggression: one game was applied and its perspective, game dimensionality and genre were 2D, isometric and action, respectively.
5. Conclusions and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
ASD | Autism spectrum disorder |
DASS-21 | Depression anxiety and stress scale |
PANAS | Positive and negative affect scale |
GSES | General self-efficacy scale |
ERQ | Emotion regulation questionnaire |
CGI | Clinical global impressions scale |
C-GAS | Children’s global assessment scale |
CBCL | Child behavior checklist |
SPAIC-PV | Social phobia and anxiety inventory for children–parent version |
SCAS | Spence children’s anxiety scale |
STAXi-CA | State-trait anger expression inventory—child & adolescent |
MOAS | Modified overt aggression scale |
DBDR | Disruptive behavior rating disorder scale |
CGI-S | Clinical global impressions severity |
PHQ-9 | Patient health questionnaire 9 |
BAT | Behavioral approach test |
SCID-I/P | Structured clinical interview for DSM-IV axis-I disorders |
GAD-7 | Generalized anxiety disorder assessment |
MDAS | Modified dental anxiety scale |
DFS | Dental fear survey |
DSM-IV | Diagnostic and statistical manual of mental disorders |
STAIC | State-trait anxiety inventory for children |
GDS | Geriatric depression scale |
BAI | Beck anxiety inventory |
BDI | Beck depression inventory |
ATHQ | Attitudes towards heights questionnaire |
SRI | Stress response inventory |
HAM-D | Hamilton depression rating scale |
BDI | Beck depression inventory |
ANOVA | Analysis of variance |
POMS2 | Profile of mood state second edition |
PDS | Post-traumatic diagnostic scale |
HADS | Hospital anxiety and depression scale |
NEQ-32 | Negative effects questionnaire |
RCT | Randomized controlled trial |
PTSD | Post-traumatic stress disorder |
SPQ | Spider phobia questionnaire |
CSG | Computer-based serious game |
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Database | Search Strategy | Initial Articles | Title Screened Articles | Abstract Screened Articles |
---|---|---|---|---|
Embase | (‘mood disorder’/exp/mj OR ‘affective disorder’:ti,ab,kw OR ‘affective disorders’:ti,ab,kw OR ‘affective disturbance’:ti,ab,kw OR ‘affective illness’:ti,ab,kw OR ‘mood disorder’:ti,ab,kw OR ‘mood disorders’:ti,ab,kw OR ‘mood disturbance’:ti,ab,kw OR ‘mood disturbances’:ti,ab,kw OR ‘major depression’/exp/mj OR ‘depression, major’ OR ‘depression, unipolar’ OR ‘depressive disorder, major’ OR ‘major depression’ OR ‘major depressive disorder’ OR ‘major depressive episode’ OR ‘unipolar depression’ OR ‘unipolar disorder’ OR ‘bipolar disorder’/exp/mj OR ‘bipolar affective disorder’ OR ‘bipolar and related disorders’ OR ‘bipolar disorder’ OR ‘bipolar illness’ OR ‘bipolar psychosis’ OR ‘depression, manic’ OR ‘manic depression’ OR ‘manic depression psychosis’ OR ‘manic depressive’ OR ‘manic depressive disease’ OR ‘manic depressive disorder’ OR ‘manic depressive illness’ OR ‘manic depressive psychosis’ OR ‘manic depressive reaction’ OR ‘manic depressive syndrome’ OR ‘maniodepressive psychosis’ OR ‘mano depressive syndrome’ OR ‘psychosis, manic depressive’ OR ‘anxiety disorder’/exp/mj OR ‘anxiety disorder’ OR ‘anxiety disorders’) AND (‘serious games’:ti,ab OR ‘video game’/exp/mj OR ‘tv games’ OR ‘computer game’ OR ‘computergame’ OR ‘television game’ OR ‘video game’ OR ‘video games’ OR ‘videogame’ OR ‘videogames’ OR ‘virtual reality simulator’/exp/mj OR ‘vr simulation system’ OR ‘vr simulator’ OR ‘virtual reality simulation devices’ OR ‘virtual reality simulation system’ OR ‘virtual reality simulator’) AND (‘article’/it OR ‘conference paper’/it)AND [2008–2023]/py | 255 | 60 | 30 |
Scopus | ( TITLE-ABS ((ÄFFECTIVE DISORDER” OR “MOOD DISORDER” OR ÄNXIETY” OR “DEPRESSION”) AND (SSERIOUS GAMES” OR “VIDEO GAMES” OR “COMPUTER GAMES” OR “VR” OR “VIRTUAL REALITY” OR ÄR”) AND (ÄUTISM” OR ÄUTISTIC” OR “NEUROTYPICAL”))) AND (LIMIT-TO ( DOCTYPE, är”) OR LIMIT-TO (DOCTYPE, “cp”) OR LIMIT-TO (DOCTYPE, “bk”) OR LIMIT-TO (DOCTYPE, “ch”)) AND (LIMIT-TO (PUBYEAR, 2023) AND (LIMIT-TO (PUBYEAR, 2022) OR LIMIT-TO ( PUBYEAR, 2021) OR LIMIT-TO (PUBYEAR, 2020) OR LIMIT-TO (PUBYEAR, 2019) OR LIMIT-TO (PUBYEAR, 2018) OR LIMIT-TO (PUBYEAR, 2017) OR LIMIT-TO (PUBYEAR, 2016) OR LIMIT-TO (PUBYEAR, 2015) OR LIMIT-TO (PUBYEAR, 2014) OR LIMIT-TO (PUBYEAR, 2013) OR LIMIT-TO (PUBYEAR, 2012) OR LIMIT-TO (PUBYEAR, 2008)) | 71 | 16 | 5 |
Web of Science | (((TI = (SSerious Games”) OR TI = (Video Games) OR TI = (Computer Games) OR TI = (VR) OR TI = (Virtual Reality Games)) OR (AB = (Serious Games) OR AB = (Video Games) OR AB = (Computer Games) OR AB = (VR) OR AB = (Virtual Reality Games)))) AND ((TI = (Affective disorder) OR TI = (mood disorder) OR TI = (depression) OR TI = (bipolar) OR TI = (anxiety)) OR (AB = (depression) OR AB = (Affective disorder) OR AB = (mood disorder) OR AB = (bipolar) OR AB = (anxiety))) AND ((TI = (AUTISM) OR TI = (AUTISTIC) OR TI = (Neurotypical)) OR (AB = (AUTISM) OR AB = (AUTISTIC) OR AB = (Neurotypical)) ) | 48 | 11 | 2 |
IEEE Xplore | (( NOT ((“Full Text Only”:REVIEW) OR (“Full Text Only”: SURVEY) OR (“Full Text Only”:REPORT)) AND ((((“Full Text Only”:SERIOUS GAME) OR (“Full Text Only”:VIDEO GAME) OR (“Full Text Only”: VR) OR (“Full Text Only”: VIRTUAL REALITY) OR (“Full Text Only”: MOBILE GAME)) AND ((“Full Text Only”:AFFECTIVE DISORDER) OR (“Full Text Only”: MOOD DISORDER) OR (“Full Text Only”: BIPOLAR DISORDER) OR (“Full Text Only”: DEPRESSION) OR (“Full Text Only”: ANXIETY)) AND ((“Full Text Only”: AUTISM) OR (“Full Text Only”: AUTISTIC) OR (“Full Text Only”: NEUROTYPICAL)))))) | 133 | 12 | 0 |
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Ahmed, F.; Requena Carrión, J.; Bellotti, F.; Barresi, G.; Floris, F.; Berta, R. Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review. Appl. Sci. 2023, 13, 4706. https://doi.org/10.3390/app13084706
Ahmed F, Requena Carrión J, Bellotti F, Barresi G, Floris F, Berta R. Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review. Applied Sciences. 2023; 13(8):4706. https://doi.org/10.3390/app13084706
Chicago/Turabian StyleAhmed, Fahad, Jesús Requena Carrión, Francesco Bellotti, Giacinto Barresi, Federica Floris, and Riccardo Berta. 2023. "Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review" Applied Sciences 13, no. 8: 4706. https://doi.org/10.3390/app13084706
APA StyleAhmed, F., Requena Carrión, J., Bellotti, F., Barresi, G., Floris, F., & Berta, R. (2023). Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review. Applied Sciences, 13(8), 4706. https://doi.org/10.3390/app13084706