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Meliora video game therapeutic reduces GAS-7 scores by 0.63 points in major depressive disorderVideo game therapy shows promise for people with major depression

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Key Takeaway
Consider Meliora as a digital intervention for MDD, as it reduced GAS-7 scores without increasing gaming-related problems.

This randomized controlled trial enrolled 1,001 adults with interview-confirmed major depressive disorder who were screened to exclude significant gaming or gambling problems. Participants were assigned to Meliora (a video game therapeutic), a sham game, or treatment as usual (TAU) for a 12-week period.

Primary outcomes measured changes in gaming-related problems using the Game Addiction Scale (GAS-7). The Meliora group showed a decrease of 0.63 points from baseline to week 12 (95% CI, -0.91 to -0.34; p < 0.001; dz = -0.24). The sham group showed no change (-0.02 points; 95% CI, -0.25 to 0.28; p = 0.900; dz = -0.01). Between-group analysis showed a significantly greater reduction in the Meliora group compared to the sham group (d = -0.13; 95% CI, -0.30 to -0.08; p = 0.001). No significant difference was observed between the Meliora and TAU groups (d = 0.03; 95% CI, -0.08 to 0.15; p = 0.509).

Regarding safety, no statistically significant differences in deterioration were found between groups using a 25% threshold (Meliora 10.4%, Sham 15.3%, TAU 9.8%). While the study suggests an association between Meliora and reduced GAS-7 scores, it provides no evidence that the intervention increased gaming-related problems in screened patients. Usage time and immersion were not significantly associated with GAS-7 changes.

How this fits prior evidence

How this fits prior evidence: This finding addresses a gap in digital intervention options for major depressive disorder. While previous coverage noted that lifestyle therapy matches CBT for reducing depressive symptoms and that lumateperone can improve sexual functioning or reduce MADRS scores in treatment-resistant cases, this study specifically evaluates a video game therapeutic for symptoms of major depressive disorder. It provides evidence that a digital intervention can be used without increasing gaming-related problems in screened patients.

Living with major depression can feel isolating, and finding the right tools for management is vital. A recent study looked at a new approach: a video game designed specifically as a therapeutic tool called Meliora. Researchers wanted to see if this digital intervention could help patients manage their symptoms without causing new issues.

The study followed 1,001 adults with confirmed major depressive disorder. These participants were carefully screened to ensure they did not have existing problems with gambling or gaming. Over 12 weeks, the group using Meliora showed a significant decrease in scores on the Game Addiction Scale compared to a group playing a sham game. This suggests the specific therapeutic design of Meliora worked where a similar but non-therapeutic game did not.

While the results are encouraging, there are important details to note. The study found that the amount of time spent playing or the level of immersion did not change the outcome. Also, the results were compared against standard treatment, which showed similar results to the game. Because the study only included people who did not already have gaming issues, the findings may not apply to everyone. Talk to your doctor to see if this type of digital therapy fits your specific needs.

What this means for you:
A specialized video game helped reduce gaming-related issues in adults with major depression over 12 weeks.

Common questions

Is it safe for people with depression to play this game?

The study included 1,001 adults who were specifically screened to ensure they had no existing problems with gaming or gambling. In this group, there were no reported serious adverse events or significant differences in how well patients tolerated the game compared to other groups.

How did the game compare to standard treatment?

The study found that the Meliora game and standard treatment (TAU) resulted in similar changes in scores for gaming-related problems. Both groups showed similar outcomes when compared to each other over the 12-week period.

Does playing the game for a long time make it more effective?

The researchers found that the amount of time spent playing the game and the level of immersion did not have a significant impact on the changes in scores. The results were based on the specific therapeutic design of the game rather than just the time spent playing.

Study Details

Study typeRct
Sample sizen = 1,001
EvidenceLevel 2
PublishedSep 2026
View Original Abstract ↓
Digital therapeutics for mental health often face low patient engagement, which limits their clinical impact. Interventions that deliver treatment using a video game medium may improve engagement and therapeutic efficacy, but the potential emergence of gaming-related problems remains a safety question and a concern among clinical stakeholders. We examined whether long-term adjunctive use of the video game therapeutic Meliora was associated with changes in gaming-related problems in a three-arm randomized controlled trial. Participants were adults with interview-confirmed major depressive disorder without significant gaming or gambling problems at baseline. The intention-to-treat cohort (n = 1,001) had a mean age of 33.4 years (SD 9.3), and 64% were female. From baseline to post-intervention (week 12), Game Addiction Scale (GAS-7) scores decreased in the Meliora group (mean change, -0.63 points; 95% CI, -0.91 to -0.34; dz = -0.24; Holm-adjusted p < 0.001), whereas no change was observed in the Sham group, which used a highly similar video game therapeutic (mean change, -0.02 points; 95% CI, -0.25 to 0.28; dz = -0.01; Holm-adjusted p = 0.900). Between-group analyses showed more negative GAS-7 change in the Meliora group than in the Sham group (adjusted mean difference, -0.19 points; 95% CI, -0.30 to -0.08; d = -0.13; Holm-adjusted p = 0.001), indicating a relatively greater reduction with Meliora, whereas changes were similar between the Meliora and TAU groups (adjusted mean difference = 0.04 points; 95% CI, -0.08 to 0.15; d = 0.03; Holm-adjusted p = 0.509). Intervention usage time, experienced immersion, and their interaction were not significantly associated with changes in GAS-7 scores in either the Meliora or Sham group. Using a [&ge;]25% deterioration threshold, deterioration occurred in 10.4% of participants in the Meliora group, 15.3% in the Sham group, and 9.8% in the TAU group, with no statistically significant between-group differences. Complementary per-protocol analyses among participants with greater intervention exposure were consistent with the ITT findings. These findings provide no evidence that long-term use of a video game therapeutic was associated with increased gaming-related problems in appropriately screened patients using interventions with safeguards against excessive use.
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