2019
DOI: 10.1016/j.invent.2019.100280
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Trans and gender diverse young people's attitudes towards game-based digital mental health interventions: A qualitative investigation

Abstract: BackgroundTrans and gender diverse (TGD) young people are at high risk for mental health difficulties. Previous research has shown that three in four TGD young people have been diagnosed with an anxiety disorder and/or depression and almost one in two have attempted suicide. TGD young people experience barriers to traditional mental health services, commonly faced with inexperienced providers and discrimination. Video and computer games, as well as online spaces, are sources of resilience for TGD young people.… Show more

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Cited by 35 publications
(31 citation statements)
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References 35 publications
(40 reference statements)
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“…While minority subpopulations are typically numerically small, and some argue that developing tailored interventions for such groups may be unnecessary [ 106 ], there is also evidence to suggest that minority groups appreciate tailoring of interventions. For example, in a recent study examining the attitudes of transgender and gender-diverse young people toward mental health gaming interventions, participants noted that TGD representation and inclusion of meaningful, specific tailored content was favorable [ 31 ].…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…While minority subpopulations are typically numerically small, and some argue that developing tailored interventions for such groups may be unnecessary [ 106 ], there is also evidence to suggest that minority groups appreciate tailoring of interventions. For example, in a recent study examining the attitudes of transgender and gender-diverse young people toward mental health gaming interventions, participants noted that TGD representation and inclusion of meaningful, specific tailored content was favorable [ 31 ].…”
Section: Discussionmentioning
confidence: 99%
“…LGBTIQ+ young people are adept and frequent users of digital technologies [ 33 , 46 , 47 ]; however, research indicates that technology use can present several challenges. Evidence suggests that the internet (including social media and online communities in particular) can be harmful in this population (as well as young people more broadly) [ 31 ] due to the potential for toxic interactions and exposure to distressing content [ 48 ], such as the normalization of self-harm and suicidal behaviors [ 49 ]. However, an array of benefits associated with technology use has also been documented in LGBTIQ+ young people.…”
Section: Introductionmentioning
confidence: 99%
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“…Importantly, there is a current initiative, SPARX-T, to develop an online intervention tailored specifically to the needs of TGD youth in preventing depression (Perry et al, in preparation) [ 39 ]. TGD young people assert that game-based digital mental health interventions need to be trans-affirmative and gender inclusive in content to be appealing [ 40 ]. The findings of this study can further inform serious game design given TGD young people are likely to be users of e-mental health interventions.…”
Section: Discussionmentioning
confidence: 99%
“…Each study could score ‘high’ ‘medium’ or ‘low’ depending on specific criteria. A total of sixteen studies achieved ‘high’ scores [ 27 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 ]. Medium scores were achieved by two studies [ 43 , 44 ].…”
Section: Methodsmentioning
confidence: 99%