Aniek Wols

2 93 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 Tanaka et al. 2010 USA Children, adolescents and young adults diagnosed with autism spectrum disorder and with face processing deficits 117*d 78.5 10.92 (3.76) 6-12 years 1. Face training with the Let’s Face It! Computer-based intervention, comprised of interactive computer games. 2. Waitlist control following TAU. 1. Participants were instructed to play for at least 100 minutes per week; 20 hours over a two- to fourmonth period. 2. Participants on the waitlist underwent treatment as usual for a comparable period of time. Pre and post. Facial identity skills (recognition, matching, perceptual sensitivity, memory), object processing skills (ability to discriminate, memory); age, IQ, autism symptoms, total time on intervention (moderators); treatment compliance. Relative to the control group, participants in the face training group showed improvements in their face recognition skills (i.e., recognition of eye and mouth face features). Notes. Intervention arms and variables measured in bold are included in the forest plot. All studies used a regular randomised controlled trial (RCT) design, unless otherwise stated. ADHD = attention-deficit/hyperactivity disorder; ASD = autism spectrum disorder; BMI = body mass index; EF = executive function; FU = follow-up; NA = not available and/or could not be obtained; TAU = treatment as usual. * Gender and mean age are reported for included/analysed participants (and not for the total randomised participants), with a n = 38, b n = 36, c n = 40, d n = 79. ** Crossover RCT. *** Cluster RCT. **** Cluster & crossover RCT. ***** Research was conducted in the UK, Israel and Sweden. Only the studies in Israel and Sweden were randomised controlled trials and are therefore included in the table.

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