Let’s face it, kids today are under much pressure. From academic demands to social stress and even the effects of global uncertainty, many school-aged children are struggling with their mental and emotional well-being. But what if one way to support their psychosocial health could be found in something they already love — games?

That is the idea behind gamified health interventions. Using elements from games (like points, avatars, narratives, or tasks and challenges) to encourage healthier behaviors and emotional well-being in a fun and engaging way. We recently conducted a scoping review to understand how these interventions are being used to support children’s psychosocial well-being and what the current research says about them.

What We Did?

We followed the Arksey and O’Malley framework, which helps researchers explore the range and nature of evidence in a specific field. We searched five databases and ended up including 23 studies that described 12 different gamified health programs aimed at school-aged children. After this process, we examined the game mechanics used as well as the theories that guided these interventions. Then, we organized our findings, outlining the characteristics and their implementations of the gamified interventions.

What We Found?

Some mechanics were popular, such as:

  • Storytelling or narrative (used in 92% of the interventions).
  • Many included avatars and task-based challenges (83%).
  • Others added feedback systems, level-ups, points, and badges—just like in real games.

There were also a few programs that used things like reminders, time pressure, or virtual rewards to motivate kids. Beyond the game mechanics, many of the programs were rooted in well-known psychological theories about emotions, behavior change, social skills, or mental health. That’s a good sign! It means the games were not just fun but also designed with evidence-based science in mind.

Do They Work?

Yes and no! The studies we reviewed often reported positive effects, like improved emotional regulation, better social interaction, or reduced anxiety. But here’s the catch! There are not enough high-quality studies yet to say for sure why these games work or which parts are doing the heavy lifting.

What’s Next?

Gamified health interventions are a promising way to support children’s mental and emotional health. But we need more research to figure out the key ingredients that make them successful. Are narratives more powerful than points? Do avatars help target users connect emotionally? The answers will help game designers, researchers, educators, and healthcare professionals create even more effective tools.

In the meantime, one thing is clear! Games are not just for entertainment anymore. With the right design and purpose, they might just help children feel happier, healthier, and more supported in their everyday lives. Read More

Author:

Kaile Kubota MHSc, MSN, RN, Doctoral Researcher (TtM, SH, Väitöskirjatutkija)

Intelligent Health Research Group | Department of Nursing Science

Faculty of Medicine | University of Turku, Finland

https://www.utu.fi/en/people/kaile-kubota