Particularly in the last 2 years, due to the new coronavirus pandemic, people with depression have increasingly sought human connection and relief from depressive symptoms through playing in the world of videogames, and a small yet growing portion of researchers have been investigating the therapeutic potential of that kind of interaction.
The objective of this review was to provide an exploration of the current panorama of scientific research with videogames used as therapeutic intervention tools for depression.
A systematic review was performed for that purpose, with a semantic field of 12 keywords around the terms “depression,” “mental health,” and “video games” narrowed down into a concise syntax—(games OR serious games) AND (depression) AND (treatment)—applied to relevant databases for health research; followed by the execution of a search and screening protocol based on one guiding question; and analysis of results based on four elaborative questions.
Twenty-six studies met the inclusion criteria and provided a set of both quantitative and qualitative data about demographics, kinds of therapeutic interventions, types of videogames used in the interventions, places, and forms of interaction.
Important gaps were found in the review, such as a lack of research aimed at the age group most affected by the disorder, who is also the largest consumer of games; and fresh opportunities to expand the understanding of the subject as well as guide developments of game-based therapeutic interventions.
