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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...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2023
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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 |
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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 |
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