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SYSTEMATIC REVIEW article

Front. Psychiatry

Sec. Public Mental Health

Volume 16 - 2025 | doi: 10.3389/fpsyt.2025.1622099

The Use of Games in the Classroom to Promote Mental Health Knowledge and Healthy Attitudes in Adolescents: A Systematic Review

Provisionally accepted
Juan P.  Sanabria-MazoJuan P. Sanabria-Mazo1Adrián  Pérez-ArandaAdrián Pérez-Aranda2*Carilene  Armas-LandaetaCarilene Armas-Landaeta3Estíbaliz  Royuela-ColomerEstíbaliz Royuela-Colomer2Corel  Mateo-CanedoCorel Mateo-Canedo2Itxaso  Cabrera-GilItxaso Cabrera-Gil3Alicia  Monreal BartoloméAlicia Monreal Bartolomé3Javier  Garcia-CampayoJavier Garcia-Campayo3Yolanda  Lopez Del HoyoYolanda Lopez Del Hoyo3*
  • 1Universitat Rovira i Virgili, Tarragona, Spain
  • 2Autonomous University of Barcelona, Barcelona, Spain
  • 3Universidad de Zaragoza, Zaragoza, Spain

The final, formatted version of the article will be published soon.

Background: Many adolescents face significant mental health challenges, including anxiety, depression, and substance-related and addictive disorders, with a growing need for school-based preventive strategies. Traditional classroom interventions often struggle to engage adolescents, prompting the exploration of game-based approaches to improve mental health knowledge and foster healthier attitudes.Objective: This systematic review evaluates the effectiveness of game-based interventions implemented in classroom settings to enhance mental health knowledge and promote positive attitudes among adolescents. Methods: A comprehensive search was conducted across Medline, PsycINFO, Web of Science, and SCOPUS, yielding 1,152 articles. After screening, 17 studies were included, most using cluster randomized controlled trial designs. These interventions addressed topics of mental health such as substance-related and addictive disorders, anxiety, and depression, employing playful activities like video games, virtual reality simulations, quizzes, and collaborative tasks.Results: The interventions showed positive effects on knowledge acquisition and attitude change, with high satisfaction reported by participants. Those programs targeting alcohol and tobacco use were particularly effective in improving knowledge and attitudes. However, the quality of evidence varied, and long-term effects were not widely assessed due to a lack of follow-up in most studies. Some interventions had a limited impact on self-efficacy and behavior change.Conclusions: Game-based classroom interventions show promise in promoting mental health literacy and healthier attitudes among adolescents. While short-term outcomes are encouraging, more rigorous studies with extended follow-up periods are necessary to understand their long-term effectiveness. Future interventions should focus on practical skill development and personalization to maximize impact.

Keywords: adolescents, classroom, game-based interventions, public mental health, Systematic review

Received: 02 May 2025; Accepted: 11 Aug 2025.

Copyright: © 2025 Sanabria-Mazo, Pérez-Aranda, Armas-Landaeta, Royuela-Colomer, Mateo-Canedo, Cabrera-Gil, Monreal Bartolomé, Garcia-Campayo and Lopez Del Hoyo. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence:
Adrián Pérez-Aranda, Autonomous University of Barcelona, Barcelona, Spain
Yolanda Lopez Del Hoyo, Universidad de Zaragoza, Zaragoza, Spain

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