MedElevator Войти в исследования
← Поиск публикаций

DOI 10.3389/fpsyt.2025.1622099

Медицинская библиотека · Frontiers in psychiatry · 2025

The use of games in the classroom to promote mental health knowledge and healthy attitudes in adolescents: a systematic review.

Sanabria-Mazo Juan P, Pérez-Aranda Adrián, Armas-Landaeta Carilene, Royuela-Colomer Estíbaliz, Mateo-Canedo Corel, Cabrera-Gil Itxaso, Monreal-Bartolomé Alicia, García-Campayo Javier, López-Del-Hoyo Yolanda

СтатьяСистематический обзорПеревод в очереди

Аннотация

BACKGROUND

Many adolescents face significant mental health challenges, including anxiety, depression, and substance-related and addictive disorders, with a growing need for school-based preventive strategies. Traditional classroom interventions often struggle to engage adolescents, prompting the exploration of game-based approaches to improve mental health knowledge and foster healthier attitudes.

OBJECTIVE

This systematic review evaluates the effectiveness of game-based interventions implemented in classroom settings to enhance mental health knowledge and promote positive attitudes among adolescents.

METHODS

A comprehensive search was conducted across Medline, PsycINFO, Web of Science, and SCOPUS, yielding 1,152 articles. After screening, 17 studies were included, most using cluster randomized controlled trial designs. These interventions addressed topics of mental health such as substance-related and addictive disorders, anxiety, and depression, employing playful activities like video games, virtual reality simulations, quizzes, and collaborative tasks.

RESULTS

The interventions showed positive effects on knowledge acquisition and attitude change, with high satisfaction reported by participants. Those programs targeting alcohol and tobacco use were particularly effective in improving knowledge and attitudes. However, the quality of evidence varied, and long-term effects were not widely assessed due to a lack of follow-up in most studies. Some interventions had a limited impact on self-efficacy and behavior change.

CONCLUSIONS

Game-based classroom interventions show promise in promoting mental health literacy and healthier attitudes among adolescents. While short-term outcomes are encouraging, more rigorous studies with extended follow-up periods are necessary to understand their long-term effectiveness. Future interventions should focus on practical skill development and personalization to maximize impact.

SYSTEMATIC REVIEW REGISTRATION: https://www.crd.york.ac.uk/PROSPERO/, identifier CRD42024531914.

Для цитирования: Sanabria-Mazo Juan P, Pérez-Aranda Adrián, Armas-Landaeta Carilene, Royuela-Colomer Estíbaliz, Mateo-Canedo Corel, Cabrera-Gil Itxaso, Monreal-Bartolomé Alicia, García-Campayo Javier, López-Del-Hoyo Yolanda. The use of games in the classroom to promote mental health knowledge and healthy attitudes in adolescents: a systematic review.. Frontiers in psychiatry. 2025. DOI: 10.3389/fpsyt.2025.1622099.
Подготовка и перевод публикации
Обработка статьи · этапы, ошибки и управление
Загрузка состояния…

История · было → стало

Состояние обновляется каждые 5 секунд, пока блок открыт. Процент показывается только там, где известен объём работы. Пауза останавливает продолжение этапа; текущий запрос к источнику может завершиться.

Тип публикации указан по данным источника. Уровень доказательности автоматически не присваивается.