Aniek Wols

2 121 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 Matthyssens et al. 2020 Belgium Children scheduled for ambulatory surgery 98*e 68.1 7.32 (2.00) 5-11 years 1. CliniPup, including a parent e-learning module and digital scoring tools. 2. Digital computer game without educational information, and digital scoring tools. 3. Standard care, including oral information on the planned surgical intervention. 1-2. Children played the game in the week prior to surgery. Further information on duration and/or frequency NA. Before and after playing the game (both measured at home, one week pre-operatively), at hospital admission (still pre-operatively), postoperatively (before discharge), one week post-operatively, and one month postoperatively (postoperative behaviour only). Anxiety of the child, pain, parental anxiety, post hospitalization behaviour of the child; surgery type (covariate). Participants playing the CliniPup game showed a reduction in anxiety from before to after playing the game. Their anxiety was also lower compared to participants in the standard care group. After playing the game, participants in the digital game group reported lower anxiety scores than the standard care group, although the anxiety score was higher than their own anxiety score measured before playing the game. Nilsson et al. 2013 Sweden Children undergoing wound dressings 61*f 70.0 7.47 (1.92) 5-12 years 1. Use of lollipops. 2. Playing Tux Racer (game distraction). 3. Care as usual without any specific distraction techniques added to the care (standard care). 1-2. Participants started to lick the lollipops/ began to play the game approximately 3 to 5 min. before the wound care and continued to do so throughout the session (mean duration of session was 25 min.). 3. Mean duration of procedure was 20 minutes. Pre (at arrival on the ward), during the wound dressing procedure (collected retro-spectively), and post. Pain intensity, distress, anxiety. Playing the game reduced the observed pain intensity and self-reported distress during the wound dressing procedure compared with the other groups.

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