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Adolescents’ Views on Exergames for Depression

August 5, 2025
in Psychology & Psychiatry
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In recent years, the prevalence of depression among adolescents has surged alarmingly, sparking urgent calls for innovative interventions that can address this growing mental health crisis. Amidst the exploration of novel therapeutic approaches, exergames—video games that incorporate physical exercise as a core mechanic—have emerged as a promising frontier. A groundbreaking qualitative study published in BMC Psychiatry delves into the nuanced perceptions and requirements of adolescents with depression regarding exergames, revealing fresh insights into their potential as clinical tools to enhance mental well-being.

This study, conducted at a leading tertiary psychiatric hospital from September to November 2024, employed semi-structured interviews with 33 adolescents diagnosed with depression. By applying Colaizzi’s seven-step method—an established qualitative data analysis framework—the researchers ensured a meticulous and systematic approach to interpreting the rich subjective narratives provided by participants. Their methodology aligns with the COREQ checklist, guaranteeing transparency, rigor, and reliability in qualitative health research reporting.

The core findings distilled through this robust analytical process reveal a tripartite thematic structure underpinning adolescents’ engagement with exergames. First, participants described inherent challenges related to physical activity, highlighting a pervasive lack of motivation and reduced levels of spontaneous exercise. This baseline understanding underscores the complex interplay between depressive symptoms and diminished physical engagement, setting the stage for exploring exergames as potential intervention tools that circumvent traditional barriers to exercise.

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Secondly, the study uncovers a clear willingness among adolescents to incorporate exergames into their routines. Many expressed a distinct preference for exergames over conventional exercise regimes, citing the interactive and immersive nature of gaming as a compelling motivator. Participants articulated hopes that exergames could not only provide distraction and enjoyment but also actively contribute to alleviating depressive symptoms. Importantly, the social dimension emerged as a crucial factor, with a majority favoring collaborative play over solitary gaming experiences, reflecting an intrinsic desire for connection and shared activity.

The third thematic focus centers on adolescents’ expectations for exergame design and implementation. Safety emerged as a paramount concern, with participants emphasizing the need for secure physical environments and thoughtfully designed game mechanics that minimize injury risk. Beyond safety, adolescents sought tangible benefits from exergame participation, including measurable improvements in mood, physical fitness, and overall mental health. These expectations crystallize into actionable design principles for developers aiming to tailor exergames specifically for clinical populations struggling with depression.

While exergames have enjoyed widespread popularity among the broader adolescent population, their targeted application within adolescent depression remains an under-explored terrain. This research amplifies the voice of young individuals living with depression, providing critical, user-informed insights that can drive the creation of bespoke exergame interventions. Their positive attitudes toward exergames signify not only receptivity but also an unmet need for engaging, effective, and mentally health-supportive physical activities within this vulnerable group.

Technologically, exergames operate at the intersection of digital interactivity and biomechanics, utilizing sensor input—such as motion capture and accelerometers—to translate physical movement into in-game actions. This fusion creates a dynamic feedback loop that can elevate user engagement and promote sustained exercise adherence, which is often compromised in depressed adolescents due to motivational deficits. The study’s findings suggest that leveraging these technological affordances in a clinical context could transform mental health intervention paradigms.

Furthermore, the research highlights the importance of integrating social components within exergames. By encouraging multiplayer or cooperative modes, exergames can facilitate social interaction, which itself is a therapeutic agent against feelings of isolation commonly associated with depression. The inclusion of these social mechanics could potentiate mood enhancement beyond the physiological benefits derived from physical activity alone, forging a multifaceted approach to mental health intervention.

This qualitative study’s implications resonate with broader public health objectives, where physical inactivity and mental health disorders frequently coexist, compounding societal burdens. By validating adolescents’ preferences and requisites, the research paves the way for clinician-informed, user-centered design models that reject one-size-fits-all approaches. Instead, it endorses personalized gaming experiences that are both psychologically supportive and physically engaging.

In addition, from a clinical research perspective, the findings encourage integration of exergames within multidisciplinary treatment frameworks. This cohesive model could see psychologists, psychiatrists, game developers, and physiotherapists collaborating to produce interventions that are evidence-based, enjoyable, and tailored to the distinctive needs of depressed adolescents. Moreover, systematic trial registrations, such as the one documented in the Chinese Clinical Trial Registry under ChiCTR2400090678, add to the scientific rigor surrounding the therapeutic validation of exergames.

As digital natives, adolescents naturally gravitate towards technology-based solutions, which fortifies the practical feasibility of exergames as therapeutic tools. Yet, careful attention to safety and efficacy remains imperative. This study advances the discourse by clearly articulating adolescents’ voiced concerns and hopes, thereby informing best practices for balancing innovation with clinical prudence.

Ultimately, this qualitative research injects a vital patient-centered perspective into the evolving field of digital mental health interventions. It calls on stakeholders across disciplines to heed the expressed insights of adolescents themselves, ensuring that future exergames designed for depression are not merely technologically impressive but genuinely effective, accessible, and attuned to the lived experiences of young people facing mental health challenges.


Subject of Research: Investigating the perceptions and requirements of adolescents with depression regarding exergames to inform the design of tailored intervention programs.

Article Title: Exploring the perceptions and requirements of exergames for adolescents with depression: a qualitative study

Article References:
Chen, Y., Huang, X., Luo, W. et al. Exploring the perceptions and requirements of exergames for adolescents with depression: a qualitative study. BMC Psychiatry 25, 762 (2025). https://doi.org/10.1186/s12888-025-07195-3

Image Credits: AI Generated

DOI: https://doi.org/10.1186/s12888-025-07195-3

Tags: adolescents views on exergames for mental healthchallenges of exercise for adolescentsexergames as therapeutic toolsgaming and physical exercise for depressionimpact of exercise on depressioninnovative interventions for adolescent depressionmental health interventions for teenagersperceptions of exergames among youthphysical activity and mental healthqualitative analysis of adolescent experiencesqualitative study on depression in youthrole of video games in mental health therapy
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