Conclusion
Although the current study did not show the anticipated group differences between MindLight and Max, there remains reason to be optimistic about the potential that video games hold for prevention
of mental health problems in youth. A great deal more research needs to be conducted on MindLight and its relative effectiveness compared to conventional, evidence-based approaches. Given the potential for scalability, access and cost-effectiveness, it may also be useful to identify games such as Max that are already on the commercial market and hold promise for improving children’s emotional health. Remarkably, there are very few video games that have been developed with the explicit aim of improving mental health. The extent to which video games have become the ubiquitous virtual playgrounds for children across the globe highlights the massive potential to develop genuinely innovative approaches
to mental health interventions in this medium.