Effectiveness of Digital Mental Health Interventions for Children and Adolescents
Abstract
:1. Introduction
- (1)
- To evaluate the effectiveness of various technologies on mental health in children and adolescents;
- (2)
- To identify the advantages and limitations of these technologies for psychological well-being;
- (3)
- To propose a framework for future research on the implementation of technologies for child and adolescent mental health.
2. Methods
2.1. Review Methodology
2.2. Formulation of the Research Question
2.3. Search Strategy
2.4. Inclusion and Exclusion Criteria
- Published between 2020 to 2024;
- Publications in scientific articles;
- Publications in English;
- Related to the field of study.
- Published outside the established time interval;
- Published in a format other than a scientific article (congress, thesis, etc.);
- Published in a language other than English;
- Research not related to the field of study.
2.5. Selection of Studies and Selection Process
2.6. Methodological Quality Assessment
2.7. Data Extraction and Data Analysis
3. Results
- Reduction in Anxiety and Stress: This section refers to digital interventions designed to help reduce anxiety and stress levels in young people. They often include relaxation techniques, cognitive behavioural therapy, and guided activities aimed at relieving emotional and psychological tension.
- Increase in Mental Health Awareness and Management: Focuses on increasing mental health awareness among young people and their caregivers. This may include education about the symptoms of different psychological disorders, strategies for managing them, and the importance of seeking professional help when necessary. Apps and platforms often provide informative resources and self-assessments.
- Active Participation in Mental Health: This outcome highlights the importance of active and engaged participation of users in their own mental health process. Interventions may include interactive modules, emotion diaries, and discussion forums that allow users to actively engage in their wellness journey.
- Reduction in Depressive Symptoms: This section addresses specific interventions to reduce symptoms associated with depression, such as persistent sadness, lack of interest in daily activities, and concentration problems. These interventions are often guided by psychological therapy principles and supported by regular follow-up.
- Improvements in General Well-being: Refers to interventions that aim to improve the general well-being of individuals, focusing not only on clinical aspects, but also on improving quality of life. This may include promoting healthy habits, developing social skills and strengthening emotional resilience
4. Discussion
- RQ1: What evidence exists on the effectiveness of digital technologies in intervening and supporting child and adolescent mental health?
- RQ2: What are the main challenges and barriers in the use of digital technologies for psychological well-being?
- -
- Accessibility: While digital applications and platforms can improve access to mental health, significant digital gaps persist. In particular, children and adolescents in low-income communities may lack access to electronic devices or a stable internet connection, which limits their participation in digital interventions [5]. This digital disparity reduces equity in access to mental health services and represents a significant obstacle in the implementation of technological solutions on a large scale [29].
- -
- User Engagement: Despite their proven effectiveness, many of these digital tools experience low user retention. For example, the study by Shi et al. [24] on the Thought Spot platform showed that although young people perceive its functionality and usefulness as positive, most abandon the application within a short period of three weeks. This phenomenon is due, in part, to the lack of motivation and the design of the interventions, which do not always align with the preferences and needs of adolescents [26].
- -
- Training and Acceptance by Professionals: The integration of digital tools into traditional models of psychological and psychiatric care requires that mental health professionals be trained in their use and trust in their effectiveness. However, the lack of specific training and resistance to change can hinder their adoption in clinical settings [17]. It is essential that digital technologies are accompanied by training programmes for mental health professionals, thus ensuring their proper implementation [8].
- -
- Data Privacy and Security: The use of digital apps and platforms for mental health involves the collection and storage of highly sensitive data, raising ethical and legal concerns regarding privacy and security. One example is the Calm & Care app, which incorporated security mechanisms to ensure safe monitoring by parents (Nahreen Zannat & Mahmud, 2024). However, not all apps offer adequate security measures, which can lead to user mistrust and hinder widespread adoption [22].
- -
- Scientific Evidence and Clinical Validation: Although studies indicate that digital interventions can reduce anxiety, stress and depression in children and adolescents, the lack of long-term clinical trials and qualitative studies limits the rigorous validation of these interventions [9]. For example, the Cuida tu Ánimo app demonstrated positive results in reducing depressive symptoms in adolescents, but its long-term effectiveness has not yet been confirmed with follow-up studies [25]. Standardisation in the design and evaluation of these tools is key to ensuring their applicability and reliability in clinical contexts [11].
- RQ3: What guidelines can guide future research on the implementation of mental health technologies for children and young people?
- Used as a complement to traditional therapy: Applications such as Cuida tu Ánimo have been shown to reduce depressive symptoms in adolescents [25]. These tools can be used as support between therapy sessions, offering practical exercises and educational resources that encourage treatment continuity and patient adherence.
- Remote monitoring and follow-up: Tools like Calm & Care allow parents and professionals to monitor the progress of young people, facilitating early intervention and personalization of treatment [22]. This is especially beneficial for managing fluctuating symptoms and optimising therapeutic strategies.
- Automation and efficiency for therapists: Gamification in mental health apps, as seen in tools such as Smartteen, incorporates game elements to improve user motivation and engagement. Studies such as Srivastava et al. [27] have shown that incorporating self-help and automated monitoring modules can effectively reduce depressive symptoms and optimise therapists’ time. These gamification elements, such as rewards and goals, encourage regularity and persistence in users. However, not all aspects of gamification are equally effective. For example, while rewards may increase participation in the short term, they may not sustain motivation in the long term without the support of more in-depth therapeutic interventions. In addition, scoring and competition systems may generate anxiety in some users, counteracting the potential benefits. It is crucial to identify and apply those gamification elements that align the objectives of the application with the specific psychological needs of the users, avoiding those that may introduce new stressors or diminish the effectiveness of the treatment.
- Education and awareness: Platforms like Thought Spot and POD Adventures have shown an increase in mental health awareness and stress management, being useful in school programmes [24,28]. Integrating these tools into educational curricula can strengthen mental health literacy and reduce the stigma associated with psychological disorders.
- Personalization of interventions: Gamification and interactive approaches, such as those used in Sokoon, can increase engagement and improve therapeutic outcomes [30]. The ability to tailor digital experiences to each user’s individual needs can improve adherence and motivation in treatment.
- Public health strategies: Governments and organisations can integrate these tools into mental health prevention and care campaigns in school, community, and clinical settings [10]. By providing access to validated digital resources, early detection of disorders can be improved and timely intervention facilitated.
5. Conclusions
5.1. Limitations
5.2. Future Lines of Research
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
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Author/Year | Methodological Design | Sample and Gender | Population and Age Group | Mental Health Condition(s) | Digital Intervention | Findings (Benefits and Limitations) | Country |
---|---|---|---|---|---|---|---|
Nahreen Zannat and Murni Mahmud, 2024 [22] | Quantitative | 10 families. No gender is specified. | Children from 4 to 10 years old | Anxiety, stress and behavioural changes. | APP: Calm & Care | The app proved effective in addressing issues such as anxiety and stress stemming from the pandemic, promoting greater engagement and enthusiasm among children. It also facilitated active parental involvement through tools such as a dashboard to monitor progress and coordinate counselling sessions, all under strict privacy and security measures. | Bangladesh |
Høgsdal, 2023 [23] | Quantitative | 45 participants (25 girls and 17 boys) | Teenagers between 11 and 16 years old. | Stress and difficult emotions or situations | Applications: Opp and or NettOpp | The study indicates that young people are satisfied with both apps (Opp and NettOpp) to increase their knowledge about mental health and help them deal with stress and difficult situations. It also increases awareness about cyberbullying. | Norway Canada |
Shi et al., 2021 [24] | Quantitative | 131 participants (106 were female, 22 were male, and 3 identified themselves as non-binary). | Teenagers between 17 and 29 years old | Mental health and well-being support | Digital platform: Thought Spot | This platform helps transition-aged youth seek help from mental health and wellness resources. Participants highlighted its visual appeal, functionality, and usefulness; however, many stop using it within a short period of time (3 weeks). | Canada |
Martínez et al., 2021 [25] | Quantitative | The study included 199 participants, of whom 106 were women and 93 were men. | Teenagers between 13 and 17 years old | Depression | Application: Take care of your spirit | Post-intervention results show a reduction in depressive and anxious symptoms in adolescents through digital interventions. | Chile |
Osborn et al., 2020 [26] | Quantitative | 103 students (gender not specified) | Teenagers between 13 and 18 years old | Stress, anxiety, depression.. | Platform: Shamiri-Digital | The digital intervention produced a greater reduction in depressive symptoms in adolescents. Therefore, a brief digital and computer-based intervention may reduce depressive symptoms in adolescents in sub-Saharan Africa. | Kenya |
Srivastava et al., 2020 [27] | Quantitative | 21 adolescents (gender not specified) | Adolescents between 13 and 19 years | Depression | Web application: Smartteen | Smartteen is India’s first computer-assisted intervention for the treatment of depression in adolescents. Preliminary results suggest that it is feasible, acceptable and effective in reducing depressive symptoms and helps save therapist time. | India |
Gonsalves et al., 2021 [28] | Quantitative | 248 adolescents (124 males and 124 females). | Teenagers between 13 and 18 years old | Stress | Application: POD Adventures | Results showed improvements in mental health symptoms, stress and well-being. Participants found POD Adventures easy to use, engaging and helpful in solving their problems. | India |
Rahayu et al., 2024 [29] | Quantitative | Not specified | Children between 13 and 18 years old | Anxiety and depression | Not specified | The use of mobile apps for adolescent mental health has great potential to improve access to and effectiveness of services. These apps can provide useful support, education, and interventions to help adolescents manage their mental health problems. Therefore, their implementation should be part of a comprehensive strategy to promote youth well-being. | Indonesia |
Amer, N et al., 2023 [30] | Quantitative | 5 participants (4 women and 1 man) | Young Arabs (no age range specified) | Depression, anxiety and stress | Sokoon | The tool proved to be practical, well-received and effective in reducing symptoms of anxiety and depression as it is based on cognitive behavioural therapy through gamification. In addition, it offers an accessible and culturally adapted alternative. | Egypt |
Charvet et al., 2021 [31] | Quantitative | 35 participants (28 women and 7 men). | Teenagers between 14 and 23 years old | Anxiety | Personal Zen | Was shown to be feasible and effective in reducing anxiety in paediatric patients with multiple sclerosis. Participants showed significant improvements in negative affect and anxiety following the intervention. | USA |
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Fernández-Batanero, J.M.; Fernández-Cerero, J.; Montenegro-Rueda, M.; Fernández-Cerero, D. Effectiveness of Digital Mental Health Interventions for Children and Adolescents. Children 2025, 12, 353. https://doi.org/10.3390/children12030353
Fernández-Batanero JM, Fernández-Cerero J, Montenegro-Rueda M, Fernández-Cerero D. Effectiveness of Digital Mental Health Interventions for Children and Adolescents. Children. 2025; 12(3):353. https://doi.org/10.3390/children12030353
Chicago/Turabian StyleFernández-Batanero, José María, José Fernández-Cerero, Marta Montenegro-Rueda, and Daniel Fernández-Cerero. 2025. "Effectiveness of Digital Mental Health Interventions for Children and Adolescents" Children 12, no. 3: 353. https://doi.org/10.3390/children12030353
APA StyleFernández-Batanero, J. M., Fernández-Cerero, J., Montenegro-Rueda, M., & Fernández-Cerero, D. (2025). Effectiveness of Digital Mental Health Interventions for Children and Adolescents. Children, 12(3), 353. https://doi.org/10.3390/children12030353