Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review

Research output: Contribution to journalReviewResearchpeer-review

Standard

Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery) : Protocol for a Scoping Review. / Ferrari, Manuela; McIlwaine, Sarah; Reynolds, Jennifer Ann; Archie, Suzanne; Boydell, Katherine; Lal, Shalini; Shah, Jai L.; Henderson, Joanna; Alvarez-Jimenez, Mario; Andersson, Neil; Boruff, Jill; Nielsen, Rune Kristian Lundedal; Iyer, Srividya N.

In: JMIR Research Protocols, Vol. 9, No. 6, 13834, 06.2020.

Research output: Contribution to journalReviewResearchpeer-review

Harvard

Ferrari, M, McIlwaine, S, Reynolds, JA, Archie, S, Boydell, K, Lal, S, Shah, JL, Henderson, J, Alvarez-Jimenez, M, Andersson, N, Boruff, J, Nielsen, RKL & Iyer, SN 2020, 'Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review', JMIR Research Protocols, vol. 9, no. 6, 13834. https://doi.org/10.2196/13834

APA

Ferrari, M., McIlwaine, S., Reynolds, J. A., Archie, S., Boydell, K., Lal, S., Shah, J. L., Henderson, J., Alvarez-Jimenez, M., Andersson, N., Boruff, J., Nielsen, R. K. L., & Iyer, S. N. (2020). Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. JMIR Research Protocols, 9(6), [13834]. https://doi.org/10.2196/13834

Vancouver

Ferrari M, McIlwaine S, Reynolds JA, Archie S, Boydell K, Lal S et al. Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. JMIR Research Protocols. 2020 Jun;9(6). 13834. https://doi.org/10.2196/13834

Author

Ferrari, Manuela ; McIlwaine, Sarah ; Reynolds, Jennifer Ann ; Archie, Suzanne ; Boydell, Katherine ; Lal, Shalini ; Shah, Jai L. ; Henderson, Joanna ; Alvarez-Jimenez, Mario ; Andersson, Neil ; Boruff, Jill ; Nielsen, Rune Kristian Lundedal ; Iyer, Srividya N. / Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery) : Protocol for a Scoping Review. In: JMIR Research Protocols. 2020 ; Vol. 9, No. 6.

Bibtex

@article{22ccc91da2f845ec9c44cef360bbb8d2,
title = "Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review",
abstract = "Background: Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services.Objective: The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed'Methods: Using the methodology proposed by Arksey and O'Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both.Results: The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination.Conclusions: Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment.",
keywords = "mental health, mental disorders, biomedical technology, video games, virtual reality, mental health services, YOUNG-PEOPLE, VIDEO GAMES, CARE, TRANSFORMATION, PREVENTION, DEPRESSION, DISORDERS, ADDICTION, PSYCHOSIS, INTERNET",
author = "Manuela Ferrari and Sarah McIlwaine and Reynolds, {Jennifer Ann} and Suzanne Archie and Katherine Boydell and Shalini Lal and Shah, {Jai L.} and Joanna Henderson and Mario Alvarez-Jimenez and Neil Andersson and Jill Boruff and Nielsen, {Rune Kristian Lundedal} and Iyer, {Srividya N.}",
year = "2020",
month = jun,
doi = "10.2196/13834",
language = "English",
volume = "9",
journal = "J M I R Research Protocols",
issn = "1929-0748",
publisher = "J M I R Publications, Inc.",
number = "6",

}

RIS

TY - JOUR

T1 - Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery)

T2 - Protocol for a Scoping Review

AU - Ferrari, Manuela

AU - McIlwaine, Sarah

AU - Reynolds, Jennifer Ann

AU - Archie, Suzanne

AU - Boydell, Katherine

AU - Lal, Shalini

AU - Shah, Jai L.

AU - Henderson, Joanna

AU - Alvarez-Jimenez, Mario

AU - Andersson, Neil

AU - Boruff, Jill

AU - Nielsen, Rune Kristian Lundedal

AU - Iyer, Srividya N.

PY - 2020/6

Y1 - 2020/6

N2 - Background: Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services.Objective: The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed'Methods: Using the methodology proposed by Arksey and O'Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both.Results: The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination.Conclusions: Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment.

AB - Background: Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services.Objective: The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed'Methods: Using the methodology proposed by Arksey and O'Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both.Results: The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination.Conclusions: Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment.

KW - mental health

KW - mental disorders

KW - biomedical technology

KW - video games

KW - virtual reality

KW - mental health services

KW - YOUNG-PEOPLE

KW - VIDEO GAMES

KW - CARE

KW - TRANSFORMATION

KW - PREVENTION

KW - DEPRESSION

KW - DISORDERS

KW - ADDICTION

KW - PSYCHOSIS

KW - INTERNET

U2 - 10.2196/13834

DO - 10.2196/13834

M3 - Review

C2 - 32579117

VL - 9

JO - J M I R Research Protocols

JF - J M I R Research Protocols

SN - 1929-0748

IS - 6

M1 - 13834

ER -

ID: 271639161