2020
DOI: 10.2196/13834
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Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review

Abstract: Background Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improvi… Show more

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Cited by 19 publications
(17 citation statements)
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“…Scoping review methodology was chosen as best suited to knowledge synthesis involving an array of evidence, publication types and research approaches. The five-stage methodological framework for scoping reviews by Arksey and O'Malley ( 63 ) was used in developing the study protocol (IRRID: PRR1-10.2196/13834) ( 64 ) and search strategy. An additional consultation stage ( 65 ) was added to the framework so that insights about the research could be gathered from partners (youth mental health services) and knowledge users (youth experiencing mental health problems).…”
Section: Methodsmentioning
confidence: 99%
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“…Scoping review methodology was chosen as best suited to knowledge synthesis involving an array of evidence, publication types and research approaches. The five-stage methodological framework for scoping reviews by Arksey and O'Malley ( 63 ) was used in developing the study protocol (IRRID: PRR1-10.2196/13834) ( 64 ) and search strategy. An additional consultation stage ( 65 ) was added to the framework so that insights about the research could be gathered from partners (youth mental health services) and knowledge users (youth experiencing mental health problems).…”
Section: Methodsmentioning
confidence: 99%
“…The stepped care model, used increasingly to guide clinical practice and evaluate complex interventions in community-based mental health programs ( 67 69 ), was chosen as the conceptual framework for the study. Model 1, published in the “gaming my way to recovery” protocol ( 64 ), presents an adapted version of the traditional stepped care model for categorizing target populations and mental health conditions. This model organizes mental health, mental conditions and illness according to four levels of mental health condition severity (or steps), from at-risk groups or those with suspected mental health problems (Step 1), mild-moderate mental health conditions (Steps 2-3), combining mild and moderate levels of severity that are not always easy to disaggregate, to severe mental illness (Step 4).…”
Section: Methodsmentioning
confidence: 99%
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“…Digital games are accessed by millions of adolescents around the world and serve as learning tools that provide immediate feedback on players’ actions and encouragement for continued learning (American Psychological Association, 2013). Digital games can enhance MH and decrease stigma, by employing unique, experiential and interactive features that potentially improve skills and facilitate learning among players (Ferrari et al , 2020; World Health Organization, 2018). Further, PSS interventions adapted using cutting-edge digital game technology can assist youth in developing adaptive coping skills under displacement conditions.…”
Section: Introductionmentioning
confidence: 99%
“…Clinical researchers are well poised to harness new technologies to increases access, enhance developmental approaches, and assess transdiagnostic behavioral mechanisms underlying psychopathology [53,54]. Efforts to translate this work to clinical settings is crucial as providing clinicians with tools to directly probe behavioral mechanisms could lead towards increased precision medicine, patient engagement, and cost-effectiveness [55][56][57]. However, application of these innovations in clinical settings is lagging [53,54].…”
Section: Introductionmentioning
confidence: 99%