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Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion
Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide ap...
Autores principales: | , , , , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9021794/ https://www.ncbi.nlm.nih.gov/pubmed/35465647 http://dx.doi.org/10.3389/fdgth.2022.814248 |
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author | Ferrari, Manuela Sabetti, Judith McIlwaine, Sarah V. Fazeli, Sahar Sadati, S. M. Hani Shah, Jai L. Archie, Suzanne Boydell, Katherine M. Lal, Shalini Henderson, Joanna Alvarez-Jimenez, Mario Andersson, Neil Nielsen, Rune Kristian Lundedal Reynolds, Jennifer A. Iyer, Srividya N. |
author_facet | Ferrari, Manuela Sabetti, Judith McIlwaine, Sarah V. Fazeli, Sahar Sadati, S. M. Hani Shah, Jai L. Archie, Suzanne Boydell, Katherine M. Lal, Shalini Henderson, Joanna Alvarez-Jimenez, Mario Andersson, Neil Nielsen, Rune Kristian Lundedal Reynolds, Jennifer A. Iyer, Srividya N. |
author_sort | Ferrari, Manuela |
collection | PubMed |
description | Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide appeal among young people, including those who receive mental health services. This review identifies the literature on videogame interventions for young people, ages 12-29, and maps the data on game use by those with mental health and substance use problems, focusing on evidence for the capacity of games to support treatment in youth mental health services; how stakeholders are involved in developing or evaluating games; and any potential harms and ethical remedies identified. A systematic scoping review methodology was used to identify and assess relevant studies. A search of multiple databases identified a total of 8,733 articles. They were screened, and 49 studies testing 32 digital games retained. An adapted stepped care model, including four levels, or steps, based on illness manifestation and severity, was used as a conceptual framework for organizing target populations, mental health conditions and corresponding digital games, and study results. The 49 selected studies included: 10 studies (20.4%) on mental health promotion/prevention or education for undiagnosed youth (Step 0: 7 games); 6 studies (12.2%) on at-risk groups or suspected mental problems (Step 1: 5 games); 24 studies (49.0%) on mild to moderate mental conditions (Steps 2-3: 16 games); and 9 studies (18.4%) focused on severe and complex mental conditions (Step 4: 7 games). Two interventions were played by youth at more than one level of illness severity: the SPARX game (Steps 1, 2-3, 4) and Dojo (Steps 2-3 and 4), bringing the total game count to 35 with these repetitions. Findings support the potential integration of digital games in youth services based on study outcomes, user satisfaction, relatively high program retention rates and the potential usefulness of most games for mental health treatment or promotion/prevention. Most studies included stakeholder feedback, and involvement ratings were very high for seven games. Potential harms were not addressed in this body of research. This review provides an important initial repository and evaluation of videogames for use in clinical settings concerned with youth mental health. |
format | Online Article Text |
id | pubmed-9021794 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-90217942022-04-22 Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion Ferrari, Manuela Sabetti, Judith McIlwaine, Sarah V. Fazeli, Sahar Sadati, S. M. Hani Shah, Jai L. Archie, Suzanne Boydell, Katherine M. Lal, Shalini Henderson, Joanna Alvarez-Jimenez, Mario Andersson, Neil Nielsen, Rune Kristian Lundedal Reynolds, Jennifer A. Iyer, Srividya N. Front Digit Health Digital Health Nearly all young people use the internet daily. Many youth with mental health concerns, especially since the Covid-19 pandemic, are using this route to seek help, whether through digital mental health treatment, illness prevention tools, or supports for mental wellbeing. Videogames also have wide appeal among young people, including those who receive mental health services. This review identifies the literature on videogame interventions for young people, ages 12-29, and maps the data on game use by those with mental health and substance use problems, focusing on evidence for the capacity of games to support treatment in youth mental health services; how stakeholders are involved in developing or evaluating games; and any potential harms and ethical remedies identified. A systematic scoping review methodology was used to identify and assess relevant studies. A search of multiple databases identified a total of 8,733 articles. They were screened, and 49 studies testing 32 digital games retained. An adapted stepped care model, including four levels, or steps, based on illness manifestation and severity, was used as a conceptual framework for organizing target populations, mental health conditions and corresponding digital games, and study results. The 49 selected studies included: 10 studies (20.4%) on mental health promotion/prevention or education for undiagnosed youth (Step 0: 7 games); 6 studies (12.2%) on at-risk groups or suspected mental problems (Step 1: 5 games); 24 studies (49.0%) on mild to moderate mental conditions (Steps 2-3: 16 games); and 9 studies (18.4%) focused on severe and complex mental conditions (Step 4: 7 games). Two interventions were played by youth at more than one level of illness severity: the SPARX game (Steps 1, 2-3, 4) and Dojo (Steps 2-3 and 4), bringing the total game count to 35 with these repetitions. Findings support the potential integration of digital games in youth services based on study outcomes, user satisfaction, relatively high program retention rates and the potential usefulness of most games for mental health treatment or promotion/prevention. Most studies included stakeholder feedback, and involvement ratings were very high for seven games. Potential harms were not addressed in this body of research. This review provides an important initial repository and evaluation of videogames for use in clinical settings concerned with youth mental health. Frontiers Media S.A. 2022-04-07 /pmc/articles/PMC9021794/ /pubmed/35465647 http://dx.doi.org/10.3389/fdgth.2022.814248 Text en Copyright © 2022 Ferrari, Sabetti, McIlwaine, Fazeli, Sadati, Shah, Archie, Boydell, Lal, Henderson, Alvarez-Jimenez, Andersson, Nielsen, Reynolds and Iyer. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Digital Health Ferrari, Manuela Sabetti, Judith McIlwaine, Sarah V. Fazeli, Sahar Sadati, S. M. Hani Shah, Jai L. Archie, Suzanne Boydell, Katherine M. Lal, Shalini Henderson, Joanna Alvarez-Jimenez, Mario Andersson, Neil Nielsen, Rune Kristian Lundedal Reynolds, Jennifer A. Iyer, Srividya N. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion |
title | Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion |
title_full | Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion |
title_fullStr | Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion |
title_full_unstemmed | Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion |
title_short | Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion |
title_sort | gaming my way to recovery: a systematic scoping review of digital game interventions for young people's mental health treatment and promotion |
topic | Digital Health |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9021794/ https://www.ncbi.nlm.nih.gov/pubmed/35465647 http://dx.doi.org/10.3389/fdgth.2022.814248 |
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