Hongyi Yang , Fangyuan Chang , Dian Zhu , Muroi Fumie , Zhao Liu , Weibo Zhang , Jun Cai
{"title":"Gamified interventions for schizophrenia rehabilitation: A systematic scoping review","authors":"Hongyi Yang , Fangyuan Chang , Dian Zhu , Muroi Fumie , Zhao Liu , Weibo Zhang , Jun Cai","doi":"10.1016/j.cpr.2025.102651","DOIUrl":null,"url":null,"abstract":"<div><div>Schizophrenia affects 24 million people worldwide, yet standard rehabilitation remains resource-intensive and its effectiveness inconsistent. To clarify whether game-based approaches can close these gaps, we reviewed studies published between January 2014–June 2025 in PubMed, Web of Science, PsycINFO and the ACM Digital Library. Eighty-two studies comprising about 5800 unique participants met the predefined eligibility criteria and were qualitatively synthesized. Interventions fell into three partially overlapping groups: serious games (<em>n</em> = 38), gamified applications (<em>n</em> = 20), and commercial games (<em>n</em> = 29). Outcomes were clustered into six domains—cognitive function, social function, symptom management, motor function, lifestyle management, and self-efficacy—and benefits proved to be domain- and modality-specific. Virtual reality-based serious games yielded the largest gains in social cognition (Cohen's d = 0.26–1.66). Gamified applications produced moderate-to-large improvements in negative symptoms (d ≈ 0.75–0.90) and achieved the highest engagement indices. Commercial games delivered small-to-moderate enhancements in motor fitness and social functioning (d ≈ 0.22–0.80). Evidence quality remains limited, as only 45 controlled trials were randomized; 12 enrolled at least 100 participants; 10 tracked outcomes beyond three months; only one achieved a low risk-of-bias rating, more than 90 % originated in high-income countries, and fewer than one-third articulated a theoretical framework. The data generally support gamified interventions as promising adjunctive tools rather than standalone replacements for conventional care. Multi-site randomized trials with ≥12-month follow-ups and harmonized core outcome sets, mechanism-driven optimizations that isolate active game mechanics, and cost-effectiveness plus equity analyses are necessary.</div></div>","PeriodicalId":48458,"journal":{"name":"Clinical Psychology Review","volume":"122 ","pages":"Article 102651"},"PeriodicalIF":11.2000,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Clinical Psychology Review","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0272735825001187","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/10/2 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"PSYCHOLOGY, CLINICAL","Score":null,"Total":0}
引用次数: 0
Abstract
Schizophrenia affects 24 million people worldwide, yet standard rehabilitation remains resource-intensive and its effectiveness inconsistent. To clarify whether game-based approaches can close these gaps, we reviewed studies published between January 2014–June 2025 in PubMed, Web of Science, PsycINFO and the ACM Digital Library. Eighty-two studies comprising about 5800 unique participants met the predefined eligibility criteria and were qualitatively synthesized. Interventions fell into three partially overlapping groups: serious games (n = 38), gamified applications (n = 20), and commercial games (n = 29). Outcomes were clustered into six domains—cognitive function, social function, symptom management, motor function, lifestyle management, and self-efficacy—and benefits proved to be domain- and modality-specific. Virtual reality-based serious games yielded the largest gains in social cognition (Cohen's d = 0.26–1.66). Gamified applications produced moderate-to-large improvements in negative symptoms (d ≈ 0.75–0.90) and achieved the highest engagement indices. Commercial games delivered small-to-moderate enhancements in motor fitness and social functioning (d ≈ 0.22–0.80). Evidence quality remains limited, as only 45 controlled trials were randomized; 12 enrolled at least 100 participants; 10 tracked outcomes beyond three months; only one achieved a low risk-of-bias rating, more than 90 % originated in high-income countries, and fewer than one-third articulated a theoretical framework. The data generally support gamified interventions as promising adjunctive tools rather than standalone replacements for conventional care. Multi-site randomized trials with ≥12-month follow-ups and harmonized core outcome sets, mechanism-driven optimizations that isolate active game mechanics, and cost-effectiveness plus equity analyses are necessary.
全世界有2400万人患有精神分裂症,但标准康复仍然是资源密集型的,其效果也不一致。为了弄清基于游戏的方法是否能够缩小这些差距,我们回顾了2014年1月至2025年6月期间发表在PubMed、Web of Science、PsycINFO和ACM数字图书馆上的研究。包含约5800名独特参与者的82项研究符合预定义的资格标准,并进行了定性合成。干预分为三个部分重叠的组:严肃游戏(38个)、游戏化应用(20个)和商业游戏(29个)。结果被集中到六个领域——认知功能、社会功能、症状管理、运动功能、生活方式管理和自我效能——并且益处被证明是特定领域和模式的。基于虚拟现实的严肃游戏在社交认知方面的收益最大(Cohen’s d = 0.26-1.66)。游戏化应用对负面症状产生了中等到较大的改善(d≈0.75-0.90),并实现了最高的参与指数。商业游戏在运动健康和社交功能方面表现出小到中等程度的增强(d≈0.22-0.80)。证据质量仍然有限,因为只有45个对照试验是随机的;12个项目招募了至少100名参与者;10个追踪了超过三个月的结果;只有一项研究获得了低偏倚风险评级,90%以上来自高收入国家,不到三分之一的研究阐述了理论框架。数据普遍支持游戏化干预作为有希望的辅助工具,而不是传统护理的独立替代品。多地点随机试验,随访≥12个月,协调核心结果集,机制驱动优化,隔离主动游戏机制,成本效益和公平分析是必要的。
期刊介绍:
Clinical Psychology Review serves as a platform for substantial reviews addressing pertinent topics in clinical psychology. Encompassing a spectrum of issues, from psychopathology to behavior therapy, cognition to cognitive therapies, behavioral medicine to community mental health, assessment, and child development, the journal seeks cutting-edge papers that significantly contribute to advancing the science and/or practice of clinical psychology.
While maintaining a primary focus on topics directly related to clinical psychology, the journal occasionally features reviews on psychophysiology, learning therapy, experimental psychopathology, and social psychology, provided they demonstrate a clear connection to research or practice in clinical psychology. Integrative literature reviews and summaries of innovative ongoing clinical research programs find a place within its pages. However, reports on individual research studies and theoretical treatises or clinical guides lacking an empirical base are deemed inappropriate for publication.