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The problem
Intervention: Digital game-based learning (GBL) interventions delivered via mobile apps or computer programs, incorporating cognitive-behavioural therapy frameworks, with some combining gameplay with professional support
Who it was tested with: Adolescents and young adults aged 10-24 years.
Children or communities are compared with a group that did not receive the intervention, or followed over years. This is the design that best separates what the intervention did from everything else that changed.
"Ten studies (8 RCTs, 2 quasi-experimental) were included. Findings were mixed; five studies demonstrated significant depression reduction, while five showed no significant differences." This shows a mixed-methods synthesis design examining the same intervention across multiple studies with different outcomes, preventing a definitive conclusion about effectiveness.
The review found mixed evidence across included studies with varying methodological quality. Standardised outcome measures and adequate sample sizes were not consistently employed across studies. The scoping review synthesises existing evidence rather than providing new primary data.
Across countries and designs
1 study · 0 countries