2022
DOI: 10.2196/36758
|View full text |Cite
|
Sign up to set email alerts
|

Insights About Cannabis and Psychosis Using Video Games for Young People With a First Episode of Psychosis, Particularly Those From Black Racialized Communities: Protocol for a Mixed Methods Study

Abstract: Background Cannabis use disorder among young people with a first episode of psychosis contributes to relapse, hospitalization, and impaired functioning. However, few studies have examined what young people with early phase psychosis, particularly those from Black racialized communities, understand or appreciate about this relationship, even though they may be at risk. There are no formally tested knowledge translation strategies that disseminate these research findings for young people with emergin… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
1

Relationship

1
0

Authors

Journals

citations
Cited by 1 publication
(1 citation statement)
references
References 60 publications
0
1
0
Order By: Relevance
“…Therefore, in the assessment of youth with higher PEs and higher media use, clinicians may need to consider the socio-environmental determinants of media use before drawing conclusions on its risks and benefits. The present findings may also be relevant in the context of current efforts to develop digital mental health interventions for youth, such as therapeutic video games addressing the first episode of psychosis . Given the greater uptake of video games among adolescents who eventually develop PEs, as the results suggest, it is worthwhile to consider whether leveraging video games as therapeutic tools can increase the reach and accessibility of early intervention services …”
Section: Discussionmentioning
confidence: 99%
“…Therefore, in the assessment of youth with higher PEs and higher media use, clinicians may need to consider the socio-environmental determinants of media use before drawing conclusions on its risks and benefits. The present findings may also be relevant in the context of current efforts to develop digital mental health interventions for youth, such as therapeutic video games addressing the first episode of psychosis . Given the greater uptake of video games among adolescents who eventually develop PEs, as the results suggest, it is worthwhile to consider whether leveraging video games as therapeutic tools can increase the reach and accessibility of early intervention services …”
Section: Discussionmentioning
confidence: 99%