Cargando…

Increasing Access to Mental Health Services: Videogame Players’ Perspectives

Young men’s mental health is at the forefront of global public health concerns. Young males, who have a high incidence of mental health disorders, are a population that accesses services at lower rates than females and makes up the majority of videogame players. By considering the unique perspective...

Descripción completa

Detalles Bibliográficos
Autores principales: van der Schyff, Emma L., Forsyth, Rowena, Amon, Krestina L., Ridout, Brad, Campbell, Andrew J.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10049222/
https://www.ncbi.nlm.nih.gov/pubmed/36981681
http://dx.doi.org/10.3390/ijerph20064772
_version_ 1785014402673541120
author van der Schyff, Emma L.
Forsyth, Rowena
Amon, Krestina L.
Ridout, Brad
Campbell, Andrew J.
author_facet van der Schyff, Emma L.
Forsyth, Rowena
Amon, Krestina L.
Ridout, Brad
Campbell, Andrew J.
author_sort van der Schyff, Emma L.
collection PubMed
description Young men’s mental health is at the forefront of global public health concerns. Young males, who have a high incidence of mental health disorders, are a population that accesses services at lower rates than females and makes up the majority of videogame players. By considering the unique perspectives of digitally connected individuals on mental health service delivery, interventions may be designed to address their needs with a higher likelihood of success. This study investigated international male videogamers’ perspectives on how their access to mental health services could be improved via an open-ended survey question. From a total of 2515 completed surveys, 761 responded to the qualitative question. Of these, the 71 responses that discussed access to and provision of mental healthcare services are reported in this article. Results suggest that digital mental health services were a promising way to reach this group. Anonymity and confidentiality were found to be important factors when considering online mental health services. Male videogame players identified a preference for both online and in-person services that are delivered synchronously, one-on-one with an expert practitioner, and readily available in settings that individuals find comfortable.
format Online
Article
Text
id pubmed-10049222
institution National Center for Biotechnology Information
language English
publishDate 2023
publisher MDPI
record_format MEDLINE/PubMed
spelling pubmed-100492222023-03-29 Increasing Access to Mental Health Services: Videogame Players’ Perspectives van der Schyff, Emma L. Forsyth, Rowena Amon, Krestina L. Ridout, Brad Campbell, Andrew J. Int J Environ Res Public Health Article Young men’s mental health is at the forefront of global public health concerns. Young males, who have a high incidence of mental health disorders, are a population that accesses services at lower rates than females and makes up the majority of videogame players. By considering the unique perspectives of digitally connected individuals on mental health service delivery, interventions may be designed to address their needs with a higher likelihood of success. This study investigated international male videogamers’ perspectives on how their access to mental health services could be improved via an open-ended survey question. From a total of 2515 completed surveys, 761 responded to the qualitative question. Of these, the 71 responses that discussed access to and provision of mental healthcare services are reported in this article. Results suggest that digital mental health services were a promising way to reach this group. Anonymity and confidentiality were found to be important factors when considering online mental health services. Male videogame players identified a preference for both online and in-person services that are delivered synchronously, one-on-one with an expert practitioner, and readily available in settings that individuals find comfortable. MDPI 2023-03-08 /pmc/articles/PMC10049222/ /pubmed/36981681 http://dx.doi.org/10.3390/ijerph20064772 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
van der Schyff, Emma L.
Forsyth, Rowena
Amon, Krestina L.
Ridout, Brad
Campbell, Andrew J.
Increasing Access to Mental Health Services: Videogame Players’ Perspectives
title Increasing Access to Mental Health Services: Videogame Players’ Perspectives
title_full Increasing Access to Mental Health Services: Videogame Players’ Perspectives
title_fullStr Increasing Access to Mental Health Services: Videogame Players’ Perspectives
title_full_unstemmed Increasing Access to Mental Health Services: Videogame Players’ Perspectives
title_short Increasing Access to Mental Health Services: Videogame Players’ Perspectives
title_sort increasing access to mental health services: videogame players’ perspectives
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10049222/
https://www.ncbi.nlm.nih.gov/pubmed/36981681
http://dx.doi.org/10.3390/ijerph20064772
work_keys_str_mv AT vanderschyffemmal increasingaccesstomentalhealthservicesvideogameplayersperspectives
AT forsythrowena increasingaccesstomentalhealthservicesvideogameplayersperspectives
AT amonkrestinal increasingaccesstomentalhealthservicesvideogameplayersperspectives
AT ridoutbrad increasingaccesstomentalhealthservicesvideogameplayersperspectives
AT campbellandrewj increasingaccesstomentalhealthservicesvideogameplayersperspectives