Cargando…

Young adolescents’ interest in a mental health casual video game

BACKGROUND: Mental distress and disorders among adolescents are well documented. Despite the array of treatments available, many mental health issues remain untreated and often undiagnosed. In an attempt to narrow the treatment gap, researchers have adapted existing mental health interventions into...

Descripción completa

Detalles Bibliográficos
Autores principales: Pine, Russell, Sutcliffe, Kylie, McCallum, Simon, Fleming, Theresa
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7466875/
https://www.ncbi.nlm.nih.gov/pubmed/32944270
http://dx.doi.org/10.1177/2055207620949391
_version_ 1783577907921158144
author Pine, Russell
Sutcliffe, Kylie
McCallum, Simon
Fleming, Theresa
author_facet Pine, Russell
Sutcliffe, Kylie
McCallum, Simon
Fleming, Theresa
author_sort Pine, Russell
collection PubMed
description BACKGROUND: Mental distress and disorders among adolescents are well documented. Despite the array of treatments available, many mental health issues remain untreated and often undiagnosed. In an attempt to narrow the treatment gap, researchers have adapted existing mental health interventions into digital formats. Despite their efficacy in trial settings, however, real-world uptake of digital mental health interventions is typically low. Casual video games (CVGs) are popular among adolescents and may be a promising tool to reduce stress, anxiety and depression. AIM: We set out to explore young adolescents’ views of CVGs and their opinions of mental health CVG prototypes, to help determine whether this idea warrants further investigation. METHODS: Pen and paper feedback forms following a brief presentation to 13–15-year-old adolescents in seven high schools (n = 207) followed by more detailed focus groups (n = 42) and workshops (n = 21) with interested students. FINDINGS: Across all three methods, participants reported playing CVGs several times a week or day to help relieve stress, feel more relaxed and relieve boredom. Most were also interested in the idea of a mental health CVG. Participants in focus groups and workshops confirmed that playing CVGs was common among themselves and their peers, and that the idea of a CVG with subtle and brief mental health content such as game-linked ‘micro messages’ was appealing. Participants recommended that the game should have an engaging interface and subtle mental health skills and information. CONCLUSIONS: Findings from this exploratory study suggest that the concept of a mental health CVG appears to be appealing to adolescents. This novel approach should be tested.
format Online
Article
Text
id pubmed-7466875
institution National Center for Biotechnology Information
language English
publishDate 2020
publisher SAGE Publications
record_format MEDLINE/PubMed
spelling pubmed-74668752020-09-16 Young adolescents’ interest in a mental health casual video game Pine, Russell Sutcliffe, Kylie McCallum, Simon Fleming, Theresa Digit Health Original Research BACKGROUND: Mental distress and disorders among adolescents are well documented. Despite the array of treatments available, many mental health issues remain untreated and often undiagnosed. In an attempt to narrow the treatment gap, researchers have adapted existing mental health interventions into digital formats. Despite their efficacy in trial settings, however, real-world uptake of digital mental health interventions is typically low. Casual video games (CVGs) are popular among adolescents and may be a promising tool to reduce stress, anxiety and depression. AIM: We set out to explore young adolescents’ views of CVGs and their opinions of mental health CVG prototypes, to help determine whether this idea warrants further investigation. METHODS: Pen and paper feedback forms following a brief presentation to 13–15-year-old adolescents in seven high schools (n = 207) followed by more detailed focus groups (n = 42) and workshops (n = 21) with interested students. FINDINGS: Across all three methods, participants reported playing CVGs several times a week or day to help relieve stress, feel more relaxed and relieve boredom. Most were also interested in the idea of a mental health CVG. Participants in focus groups and workshops confirmed that playing CVGs was common among themselves and their peers, and that the idea of a CVG with subtle and brief mental health content such as game-linked ‘micro messages’ was appealing. Participants recommended that the game should have an engaging interface and subtle mental health skills and information. CONCLUSIONS: Findings from this exploratory study suggest that the concept of a mental health CVG appears to be appealing to adolescents. This novel approach should be tested. SAGE Publications 2020-08-30 /pmc/articles/PMC7466875/ /pubmed/32944270 http://dx.doi.org/10.1177/2055207620949391 Text en © The Author(s) 2020 https://creativecommons.org/licenses/by-nc-nd/4.0/ Creative Commons NonCommercial-NoDerivs CC BY-NC-ND: This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License (https://creativecommons.org/licenses/by-nc-nd/4.0/) which permits non-commercial use, reproduction and distribution of the work as published without adaptation or alteration, without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Original Research
Pine, Russell
Sutcliffe, Kylie
McCallum, Simon
Fleming, Theresa
Young adolescents’ interest in a mental health casual video game
title Young adolescents’ interest in a mental health casual video game
title_full Young adolescents’ interest in a mental health casual video game
title_fullStr Young adolescents’ interest in a mental health casual video game
title_full_unstemmed Young adolescents’ interest in a mental health casual video game
title_short Young adolescents’ interest in a mental health casual video game
title_sort young adolescents’ interest in a mental health casual video game
topic Original Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7466875/
https://www.ncbi.nlm.nih.gov/pubmed/32944270
http://dx.doi.org/10.1177/2055207620949391
work_keys_str_mv AT pinerussell youngadolescentsinterestinamentalhealthcasualvideogame
AT sutcliffekylie youngadolescentsinterestinamentalhealthcasualvideogame
AT mccallumsimon youngadolescentsinterestinamentalhealthcasualvideogame
AT flemingtheresa youngadolescentsinterestinamentalhealthcasualvideogame