Aniek Wols

36 Chapter 2 databases were thus searched. For all three databases, the search was limited to the English language and, if possible, to relevant age ranges. See Table A.1 (Appendix) for the specifics per database. References were imported into Endnote and duplicates were removed. Missing abstracts were either manually retrieved or the author(s) were approached. Eligibility Criteria Studies were included if they fulfilled the following criteria: 1. Population: The study was conducted among children or youth, which was defined as a mean age between 6 and 24 years old (Sawyer et al., 2018). When age was not explicitly mentioned in the abstract, the study was initially included during the screening phase such that age could be further checked while reading the full-texts or could be verified with the study authors. Studies were also included when participants in only one trial-arm were within the right age-range (and participants in the other condition were slightly outside the age-range). Abstracts that referred to the participant sample with terms such as ‘senior’, ‘elderly’, ‘old age’, or ‘older adults’ were excluded. Studies were also excluded when the mean age was below 6 or over 24 years of age, when no age was mentioned, and when the study was not about humans. 2. Intervention: The effect of playing a digital game was studied, either in the experimental or control arm of the study. Studies using a digital game in addition to treatment as usual or other therapy components (‘multi-modal interventions’) and studies including multiple digital games in one trial arm were also included. Studies including board-, card- or gambling games, playground or physical sports games, therapeutic (role-playing) games, and simulations were excluded, as well as studies in which the game was used as an assessment or manipulation tool (e.g., economic game or games to induce stress). During the initial screening process, we erred on the side of overinclusion and studies were initially included when the title and/or abstract referred to trainings or interventions that were described as computerised, mobile, internet- or web-based, game-based, game-like, gamified, digitalised, or using e-health, game-elements or virtual reality applications. We then doubled-checked the full-texts to make sure studies met inclusion criteria. 3. Comparison: No criteria were set with regard to the specific comparison group.

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