Aniek Wols

70 Chapter 2 nuanced results from future research with games if a larger range of positive outcomes were to be assessed in the future. Implications and Concluding Statement The current review shows that a wide variety of digital games has been investigated for a broad range of mental health symptoms across both clinical and healthy populations. Unsurprisingly, studies on clinical populations mainly examined applied games and studies on healthy populations mainly investigated the effects of casual games. Overall, promising results were found for both type of games, demonstrating the potential of digital health interventions to improve mental health in youth. Nevertheless, research in the field could benefit from clear definitions for applied games, guidelines on evaluation standards, and harmonisation of outcome measures. Future research should further focus on positive outcomes and systematically examine nonspecific factors that may influence symptom improvement as well.

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