Table 2.
Summary of trends and future lines of serious games.
| Analyzed processes in this serious games review | ||
| Implementation | ||
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Trends | |
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The majority of games treat both depression and anxiety, with prevention and therapy being the most common applications. |
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Exclusive games for depression are targeted to adolescence and anxiety games to childhood. |
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Prevention and therapy games have the widest range of learning: emotional and social skills, meditation, cognitive behavioral therapy, and anxiety symptom reduction. |
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Future lines | |
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More awareness and detection games are needed, and the 4 applications should be mixed to increase the effect. |
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Anxiety and depression should be equally addressed in all age ranges. |
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There are still no games that test depressive symptoms. |
| Development | ||
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Trends | |
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The most common game genres are arcade minigames, adventure worlds, and social simulations, in this order. |
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Arcade minigames and adventure worlds can serve most types of learning, while social simulations are more valuable to teach social skills and stigma reduction. |
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Therapy games usually use smartphones and prevention games use PC, regardless of the target age. |
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Most games are played within 1 hour, but prevention and therapy games can be longer. |
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Future lines | |
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There should be more games for VR to take advantage of the learning capabilities this device offers. |
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Game design should be standardized to better develop these games. |
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These serious games should be available to the general public to assess design and development. |
| Evaluation | ||
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Trends | |
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Therapy games are the only ones not used as a stand-alone tool. |
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Prevention, detection, and awareness games are tested with the largest groups, and therapy games with the smallest. |
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Most studies measure skills improvement or symptom reduction in participants, commonly using normalized questionnaires. |
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Most studies collect and compare participant data before and after playing, which should be the standard. |
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Future lines | |
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Serious games should not be the only tool for the learning and should always offer support and perform a debriefing. |
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Studies should use standardized questionnaires so the results could be compared between studies. |
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Games should be developed so playing data could be collected and analyzed to understand participant behavior and learning. |