Due to increased levels of stigma, discrimination and victimization Lesbian, Gay, Bisexual, Transgender, Queer, Questioning or Intersex (LGBTQI+) youth face particular challenges in society. With the intention of better understanding the challenges and issues that LGBTQI+ youth are experiencing, this systematic review explored qualitative studies with a focus on mental health services and the requisite social support service policies and programs for LGBTQI+ youth. Qualitative research systematically examines the expressed thoughts and feelings of the research participants, and through reflective analysis of the themes and links discussed, can provide rich and nuanced understanding. A synthesis of the included studies identified five core themes: (1) Isolation, rejection, phobia, need for support; (2) Marginalization; (3) Depression, self-harm and suicidality; (4) Policy and environment; and (5) Connectedness. Key results suggest that community, school, and family resources to support resilience will optimize LGBTQI+ mental health. This systematic review of qualitative research provides a source of rich information to inform the provision of services and policies that will address the disparity into mental health statistics for the LGBTQI+ population.
Background Stigma toward people with mental illness presents serious consequences for the impacted individuals, such as social exclusion and increased difficulties in the recovery process. Recently, several interventions have been developed to mitigate public stigma, based on the use of innovative technologies, such as virtual reality and video games. Objective This review aims to systematically review, synthesize, measure, and critically discuss experimental studies that measure the effect of technological interventions on stigmatization levels. Methods This systematic review and meta-analysis was based on PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-analyses) guidelines and included studies in English and Spanish published between 2016 and 2021. Searches were run in 5 different databases (ie, PubMed, PsycInfo, Scopus, Cochrane Library, and ScienceDirect). Only randomized controlled trials were included. Two independent reviewers determined the eligibility, extracted data, and rated methodological quality of the studies. Meta-analyses were performed using the Comprehensive Meta-Analysis software. Results Based on the 1158 articles screened, 72 articles were evaluated as full text, of which 9 were included in the qualitative and quantitative syntheses. A diversity of interventions was observed, including video games, audiovisual simulation of hallucinations, virtual reality, and electronic contact with mental health services users. The meta-analysis (n=1832 participants) demonstrated that these interventions had a consistent medium effect on reducing the level of public stigma (d=–0.64; 95% CI 0.31-0.96; P<.001). Conclusions Innovative interventions involving the use of technologies are an effective tool in stigma reduction, therefore new challenges are proposed and discussed for the demonstration of their adaptability to different contexts and countries, thus leading to their massification. Trial Registration PROSPERO International Prospective Register of Systematic Reviews CRD42021261935; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021261935
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The political negotiation, erection and fall of national and cultural borders represents an issue that frequently occupies the media. Given the historical importance of boundaries as a marker of cultural identity, as well as their function to separate and unite people, the Body Type (BTD) (Wilson 2006) Dictionary represents a suitable computerized content analysis measure to analyse vocabulary qualified to measure body boundaries and their penetrability. Out of this context, this study aimed to assess the inter-method reliability of the Body Type Dictionary (BTD) (Wilson 2006) in relation to Fisher and Cleveland's (1956, 1958) manual scoring system for high and low barrier personalities. The results indicated that Fisher and Cleveland's manually coded barrier and penetration imagery scores showed an acceptable positive correlation with the computerised frequency counts of the BTD's coded barrier and penetration imagery scores, thereby indicating an inter-method reliability. In addition, barrier and penetration imagery correlated positively with primordial thought language in the picture response test, and narratives of everyday and dream memories, thereby indicating correlational validity. Barrier imagery Examples of semantic items Clothing items Dress, robe, costume Animals with distinctive or unusual skins, including shelled creatures Alligator, badger, peacock, snails, shrimp Enclosed openings in the earth Valley, ravine, canal Unusual animal containers Bloated, kangaroo, pregnant Overhanging or protective surfaces Umbrella, dome, shield Armoured objects or objects dependent on their own walls Armour, battleship, ship Things being covered, surrounded or concealed Covered, hidden, behind Buildings Bungalow, cathedral, tower (except buildings that relate to social institutions, e.g. church, hospital, school. Enclosed vehicles Car, ship, truck Things with unusual container-like shapes or properties Bagpipes, chair, throne Unique structures Tent, fort, hut Miscellaneous barrier words Basket, bubble, cage Penetration imagery Reference to the mouth being opened or used for intake or expulsion Eating, tongue, yawning Reference to evading, bypassing or penetrating through the exterior of an object Autopsy, fluoroscope, x-ray References to the body wall being broken, fractured, injured or damaged, including degeneration of surfaces Bleeding, stabbed, wounded, withered
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