2 145 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 Schakel et al. 2020 The Netherlands Healthy males 69*f 100 22.71 (3.33) 18-35 years 1. Internet-based CBT with asynchronous therapist, combined with playing a serious game (ViaNova; applied game) and a telephone booster session 2 weeks after the intervention. 2. No intervention control group (passive condition). 1. Participants received the intervention for six weeks. 2. Participants did not receive any training. Pre, post, one day ***** and 4-weeks after the inter-vention. Note: post-intervention participants were vaccinated with bacillus CalmetteGuérin. One day later, they under-went psycho-physiological stress challenges (i.e., paced auditory serial addition task, cold pressor test, trier social stress test). Physical and mental quality of life, positive and negative affect, well-being, vitality, bodily sensations, sleep problems, several psychophysiological endpoints, several immune endpoints. The intervention did not affect vitality and quality of life, but sleep problems and bodily sensations were lower directly after the intervention compared with controls. Well-being was higher in the intervention group after the psychophysiological challenges compared with the control group.
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