Digital Game-Based Learning Interventions to Alleviate Depressive Symptoms in Adolescents and Young Adults: A Scoping Review

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.

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Publication Details

Journal
Issues in Mental Health Nursing
Published
2026-06-18
DOI
https://doi.org/10.1080/01612840.2026.2657409
Primary Topic
Digital Mental Health Interventions
Type
article
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article

Digital Game-Based Learning Interventions to Alleviate Depressive Symptoms in Adolescents and Young Adults: A Scoping Review

Chia‐Yi Wu, Chotip Phonkusol
Issues in Mental Health Nursing
Digital Mental Health Interventions
article

Digital Game-Based Learning Interventions to Alleviate Depressive Symptoms in Adolescents and Young Adults: A Scoping Review

Chia‐Yi Wu, Chotip Phonkusol
article en

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.

Issues in Mental Health Nursing
National Taiwan University (TW)
Openalex Percentile: Top 5%
Digital Mental Health Interventions
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