Aniek Wols

2 115 REVIEW OF APPLIED & CASUAL GAMES FOR MENTAL HEALTH Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Dunn et al. 2019 USA Children with haemophilia with clinically indicated intravenous procedure (laboratory draw or factor infusion) 25 83.0*b 13.00 (NA) ** 6-18 years 1. Virtual reality distraction. 2. Standard care, including any technique routinely available that did not include VR (i.e., smart devices, bubbles, videos). 1. Games were played during the IV procedure. Pre and post the IV procedure. Anxiety (only at pre-test), perceived effectiveness for anxiety and pain (only at posttest); discomfort, infection, VR sickness, barriers to feasibility (technical issues, duration of the procedure), engagement, VR usability and likeability; age, being on prophylaxis (moderators). Scores regarding the impact of VR on pain and anxiety were favourable. Participants in both groups reported a positive influence of distraction on procedural anxiety and pain. Dwairej et al. 2020 Jordan Children undergoing day-case surgery and receiving mask induction or general anaesthesia 136*j 45.3 6.55 (1.79) 5-11 years 1. Videogame distraction and anaesthesia mask exposure and shaping intervention (game distraction). 2. Usual care (standard care). 1. After 20-minutes of the mask exposure and shaping intervention, children played a videogame of their choice. 2. Participants received the routine unit’s care. Baseline, after the exposure/ shaping or usual care intervention, at the time of transfer to the operation room, and during anaesthesia induction. Anxiety, anaesthesia induction compliance, emergence delirium. Children in the intervention group reported lower anxiety at postintervention, the time of transfer to the operation room and during anaesthesia induction compared to the control group. Additionally, fewer children in the intervention group showed poorer anaesthesia induction compliance. Elicherla et al. 2019 India Children at their first dental visit, receiving prophylactic cleaning 50 60.0 NA 7-11 years 1. Little Lovely Dentist, mobile app. 2. Tell-Show-Do technique (TSD). 1-2. One session, prior to dental treatment. Pre, during (heartrate only), and post the dental procedure. Anxiety. Heartrate decreased over time for participants in the dental app group, but not for those in the TSD group. Self-reported anxiety decreased for participants in both groups.

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