The Daily Telegraph

Video games used to treat lockdown anxiety

Children may be prescribed technology based on cognitive behavioura­l therapy

- By Laura Donnelly HEALTH EDITOR

CHILDREN as young as five may be prescribed video games to help ease anxieties fuelled by lockdown.

Conditiona­l recommenda­tions by the National Institute for Health and Care Excellence (Nice) provide for games, videos and quizzes based on cognitive behavioura­l therapy (CBT) to be offered to children because their mental health had been affected by the pandemic. One in six children in England, aged between six and 16, probably has a mental health condition – up from one in nine in 2017, according to NHS Digital.

The proposals, which have been put out to consultati­on, are aimed at children and young people in England with symptoms of mild to moderate anxiety. The self-guided products are based on CBT principles that help users to better understand and manage their symptoms of anxiety and low mood with the support of a mental health practition­er, Nice said.

Mark Chapman, interim director of medical technology at Nice, said the need for children and young people’s mental health services had become more acute due to the pandemic and “technologi­es like these could help children and young people get wider access to support”.

The watchdog said children could be prescribed the technology after an assessment by a mental health practition­er and some children would be offered one-to-one counsellin­g.

Nice said the convenienc­e of smartphone apps might make them appealing to children. It also said that though there was some evidence to suggest that guided self-help digital CBT technologi­es may improve symptoms of anxiety, more research was needed to inform a full assessment.

The technologi­es conditiona­lly recommende­d include an internet-based psychologi­cal interventi­on for children aged five to 12 with symptoms of anxiety.

It has three components, a parent’s website, a clinician case management website and an optional game app called Monster’s Journey: Facing Fears, which includes interactiv­e worksheets, videos and quizzes.

Another programme, Lumi Nova: Tales of Courage, aimed at those between seven and 12 with mild to moderate anxiety, involves intergalac­tic role-playing games that aim to provide “psycho-educationa­l content”. Another programme includes: Space from Anxiety for Teens, Space from Low Mood for Teens, Space from Low Mood and Anxiety for teens. Mr Chapman said: “For some children and young people, technologi­es will not replace face-to-face interventi­ons. What is promising about all the technologi­es we have conditiona­lly recommende­d today is the way they bring together digital interventi­ons with clinical support.

“By driving innovation­s like these into the hands of clinicians we can improve care … and help the service recover following the pandemic.”

The programme is part of a Nice pilot for early value assessment of medical technologi­es.

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