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Enhancing Practitioner Skills: Leveraging Video Games for Adolescent Anxiety Prevention

Enhancing Practitioner Skills: Leveraging Video Games for Adolescent Anxiety Prevention

Adolescent anxiety is a prevalent mental health issue, affecting up to 17% of teenagers in Western countries. This condition can lead to severe long-term problems such as school dropout, lower academic performance, and other mental health disorders. The current focus in mental health has primarily been on treatment rather than prevention, despite the significant benefits of early intervention. A recent randomized controlled trial (RCT) explored a novel approach to anxiety prevention through the use of an immersive 3D video game, Dojo, designed to reduce anxiety in adolescents.

The study involved 138 adolescents aged 11-15 with elevated anxiety levels. Participants were randomly assigned to play either Dojo or a control game, Rayman 2: The Great Escape. Both games were played over six sessions, with anxiety levels assessed at pre-test, post-test, and three-month follow-up.

The key findings from the study are as follows:

Despite the lack of significant differences between the two groups, the study highlights the potential of video games as a viable tool for anxiety prevention. Here are some practical takeaways for practitioners:

Implementing Video Games in Practice

1. Engagement: Video games can address the engagement challenges often faced in conventional prevention strategies like Cognitive Behavioral Therapy (CBT). Adolescents are more likely to engage with interactive and immersive video games than traditional therapy sessions.

2. Practice: Video games offer repeated practice opportunities for skills such as emotion regulation and stress management. These skills can become automatized through consistent practice within the game environment.

3. Accessibility: Video games can be played anywhere and anytime, overcoming barriers related to geographic location, physical or psychological limitations, and lengthy waiting lists for traditional therapy.

4. Cost-Effectiveness: Video games are generally more cost-effective than traditional CBT programs, making them a viable option for schools and families with limited resources.

Encouraging Further Research

The study also underscores the need for further research in several areas:

Practitioners are encouraged to consider integrating video games into their practice as a supplementary tool for anxiety prevention. Additionally, staying informed about ongoing research in this area can help refine and improve intervention strategies.

To read the original research paper, please follow this link: A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents.


Citation: Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). A randomized controlled trial to test the effectiveness of an immersive 3D video game for anxiety prevention among adolescents. PLoS ONE, 11(1), e0147763. https://doi.org/10.1371/journal.pone.0147763
Marnee Brick, President, TinyEYE Therapy Services

Author's Note: Marnee Brick, TinyEYE President, and her team collaborate to create our blogs. They share their insights and expertise in the field of Speech-Language Pathology, Online Therapy Services and Academic Research.

Connect with Marnee on LinkedIn to stay updated on the latest in Speech-Language Pathology and Online Therapy Services.

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