Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.
digital games
digital mental health interventions
e-interventions
scoping review
stepped care
video games
youth
youth and young adults
Journal
Frontiers in digital health
ISSN: 2673-253X
Titre abrégé: Front Digit Health
Pays: Switzerland
ID NLM: 101771889
Informations de publication
Date de publication:
2022
2022
Historique:
received:
13
11
2021
accepted:
26
01
2022
entrez:
25
4
2022
pubmed:
26
4
2022
medline:
26
4
2022
Statut:
epublish
Résumé
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
Identifiants
pubmed: 35465647
doi: 10.3389/fdgth.2022.814248
pmc: PMC9021794
doi:
Types de publication
Systematic Review
Langues
eng
Pagination
814248Informations de copyright
Copyright © 2022 Ferrari, Sabetti, McIlwaine, Fazeli, Sadati, Shah, Archie, Boydell, Lal, Henderson, Alvarez-Jimenez, Andersson, Nielsen, Reynolds and Iyer.
Déclaration de conflit d'intérêts
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
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