Health and Nutrition
Can a Video Game Help Ease Depression? New Study Finds Promising Results
A Swedish study finds that a digital game based on cognitive behavioral therapy (CBT) may help reduce depression and anxiety symptoms while improving medication adherence
- Yitzchak Eitan
- | Updated

For many people living with depression, antidepressants provide some relief, but the improvement is often incomplete. Their mood may lift, yet fatigue, anxiety, and a persistent sense of emotional heaviness remain. Others struggle with taking their medication consistently, making effective treatment even more challenging.
A new study from Sweden suggests that an unexpected tool could help bridge that gap: a digital game built around the principles of cognitive behavioral therapy (CBT).
The study, led by researcher Josefin Brehmer of Linköping University, involved 148 adults who continued to experience depressive symptoms despite taking antidepressant medication. Using a randomized controlled trial design, researchers divided participants into two groups. One received access to a nine-week digital treatment program called FIGARO, while the other remained on a waiting list and continued receiving their usual care.
At the heart of the program is Fig, an interactive game in which players nurture a virtual world while learning and practicing techniques drawn from CBT. These include recognizing negative thought patterns, gradually reintroducing pleasurable activities, and developing healthier daily habits. Participants could also choose from 25 online educational modules and contact a therapist when additional support was needed.
Promising Results, but Important Limitations
After nine weeks, the researchers found a significant difference between the two groups. Among participants assigned to the gaming program, 51% experienced a reduction of at least 30% in their depressive symptoms, compared with just 19% of those who continued with usual care while awaiting treatment.
The intervention group also experienced greater reductions in depression and anxiety, with improvements of moderate magnitude. Researchers additionally observed a small-to-moderate improvement in medication adherence, suggesting that the program may have helped participants take their prescribed antidepressants more consistently. However, the study found no significant difference between the groups in overall quality of life.
While the results are encouraging, several limitations warrant caution. Notably, 41% of participants in the intervention group did not complete the program, underscoring a persistent challenge in mental health treatment: even accessible, engaging interventions can be difficult to sustain.
The study was also funded by Mindforce Game Lab, the company behind the game. In addition, the comparison group did not receive an alternative game or another similarly engaging activity. As a result, researchers cannot determine precisely how much of the improvement was attributable to the specific CBT techniques, rather than the motivation, attention, or engagement generated by participating in the program.
The findings, published in a study titled “A Technology-Based Serious Game to Improve Mental Health and Medication Adherence in Adults With Depression,” were also reported by PsyPost.
A New Approach to Supporting Mental Health
Although digital mental health interventions are becoming increasingly sophisticated, the researchers emphasize that tools such as FIGARO are intended to complement existing treatment, not replace professional care or medication.
The study nevertheless highlights a potentially valuable approach to treating depression, particularly for individuals who continue to experience symptoms despite taking antidepressants. By incorporating established therapeutic principles into an interactive format, digital games may make psychological support more accessible and encourage people to practice helpful coping strategies in everyday life.
Further research is needed to establish whether these improvements persist over time and how effectively such programs compare with other forms of psychological support. For now, the findings offer a promising possibility: a video game designed around evidence-based therapy may do more than provide entertainment. Used alongside conventional treatment, it could become another useful tool in helping people manage depression.
Anyone considering a digital mental health intervention should consult their healthcare provider. Antidepressant medication should not be stopped or adjusted without medical guidance.
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