Peer-reviewed article
Digital Game-Based Learning Interventions to Alleviate Depressive Symptoms in Adolescents and Young Adults: A Scoping Review.
Chotip Phonkusol, Chia-Yi Wu ·
Summary
Written by AI, not yet AICS's view · claude-haiku-4-5-20251001This scoping review examined digital game-based learning (GBL) interventions designed to reduce depression in adolescents and young adults aged 10-24 years. Depression affects about 25-27% of young people globally, and GBL combines gamification with psychological theory as a potential treatment approach. The review included 10 studies (8 randomised controlled trials and 2 quasi-experimental designs) and found mixed results: five showed significant depression reduction while five showed no meaningful difference. Most interventions were delivered through mobile apps or computer programs using cognitive-behavioural therapy frameworks, often combined with professional support.
Key points
- Depression affects approximately 25-27% of adolescents and young adults globally
- Five of ten included studies demonstrated significant depression reduction with GBL interventions
- Five studies showed no significant differences between intervention and comparison groups
- Most GBL interventions were delivered via mobile apps or computer-based programs
- Many effective interventions combined gameplay with cognitive-behavioural therapy and professional support
Limitations
This is a scoping review that synthesises evidence from existing studies rather than primary research, so it cannot provide new empirical data. The review covers studies with mixed quality and designs, and the authors note that evidence remains inconclusive, limiting definitive recommendations for clinical practice.
Abstract
Depression is the most common mental health problem among adolescents and young adults (AYA), affecting approximately 25-27% globally. Digital game-based learning (GBL) represents a promising innovation that integrates psychological theory with gamification for alleviating depressive symptoms. However, synthesized evidence on GBL effectiveness and characteristics for youth depression remains limited, limiting clinical application by nurses and healthcare providers. To synthesize evidence on the effectiveness and characteristics of GBL interventions for alleviating depressive symptoms among AYA, a scoping review was conducted following PRISMA-ScR guidelines. Five databases were searched for studies published between 2012 and 2025. Inclusion criteria focused on GBL interventions targeting depression reduction among AYA aged 10-24 years. Ten studies (8 RCTs, 2 quasi-experimental) were included. Findings were mixed; five studies demonstrated significant depression reduction, while five showed no significant differences. Most interventions were delivered via mobile apps or computer-based programs, used CBT-based frameworks, and hybrid models combining gameplay with professional support. In conclusion, GBL interventions show promise for youth depression, though evidence remains mixed. Future research should employ rigorous designs with standardized outcome measures and adequate sample sizes. Nurses and interprofessional teams should consider these findings when integrating GBL into preventive care for depression among young people.
Findings the Hub has extracted
Each claim below is labelled by its type of design and links back to this report.
- 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
- Population
- Adolescents and young adults aged 10-24 years
Key finding
Five of ten studies demonstrated significant depression reduction with GBL interventions
Phonkusol et al. · PubMed (US National Library of Medicine) · 18 Jun 2026