2 95 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 Khanna & Kendall, 2010 USA Children with a principal anxiety disorder 49 67.4 10.10 (1.60) 7-13 years 1. Camp CopeA-Lot (CCAL; applied game) 2. Individual CBT (ICBT; active condition) 3. Computer-assisted education, support, and attention condition (CESA; casual games + active condition) 1. Twelve 35minute sessions, one per ; first 6 sessions are individual, remaining 6 sessions are therapist guided. Including 2 parent sessions. 2. Twelve 50minute sessions over 12 weeks, including 2 parent sessions. 3. Twelve 50minute sessions; 30 minutes of psychoeducation and support, 20 minutes of casual videogames. Pre, post, and 3-months FU. Anxiety symptoms, general functioning, depression; age and gender (moderators); therapeutic alliance, adherence and flexibility; program satisfaction. At , CCAL and ICBT children showed significantly greater change in anxiety than CESA children. Gains were maintained at follow-up. Knox et al. 2011 USA Children and adolescents with anxiety symptoms or a diagnosed anxiety disorder 30*a 62.5 12.88 (2.42) 9-17 years 1. Game-based biofeedback (applied game) 2. Waitlist control (passive condition) 1. Eight sessions, including biofeedback relaxation training, psychoeducation, identification of triggers and signs of anxiety, and in vivo practice. 2. Biofeedback was offered after the completion of the study. Pre and post. Anxiety symptoms, depressive symptoms, trait anxiety. Significant reduction of anxiety in the intervention group.
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