DIGITAL GAMES FOR THERAPEUTIC PURPOSES AS A PSYCHOEDUCATIONAL TOOL IN MENTAL HEALTH: AN INTEGRATIVE REVIEW
DOI:
https://doi.org/10.51891/rease.v12i6.28231Keywords:
Mental Health; Adolescents. Therapeutic Digital Games. Serious Games. Cognitive Behavioral Therapy.Abstract
This article discusses how digital games with therapeutic purposes, known as serious games, have gained prominence as complementary tools in mental health, especially among adolescents and young adults. Thus, the present study aimed to analyze the use of these games in promoting the mental health of this population, focusing on aspects related to anxiety, depression, emotional regulation, and the development of cognitive and emotional skills. This is an integrative literature review, conducted in the PubMed, Virtual Health Library (VHL), and SciELO databases, using descriptors such as digital games, mental health, and adolescents. Articles published between 2016 and 2026, in Portuguese, English, and Spanish, were included. The results demonstrated that serious games have been used in prevention, awareness, and therapeutic support actions, especially through strategies based on Cognitive-Behavioral Therapy. Furthermore, the studies pointed to contributions related to the reduction of symptoms of anxiety and depression, recognition of dysfunctional thoughts, emotional regulation, and greater engagement during interventions. However, there are important limitations, such as the lack of standardization and the need for more robust research on long-term effectiveness. It is concluded that therapeutic digital games, when used ethically and contextually, show potential as complementary tools in the mental health care of adolescents and young adults.
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Atribuição CC BY