2022
DOI: 10.3389/fdgth.2022.814248
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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

Abstract: 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… Show more

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Cited by 16 publications
(15 citation statements)
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References 140 publications
(412 reference statements)
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“…Third, our results show that online gaming is associated with protection from loneliness and social isolation. This can be a meaningful nding among the social discourse with regard to the effects of online gaming [32,33]. The ndings of this investigation are consistent with recent research which suggests that use of virtual reality can positively affect emotion, and that interpersonal connections can be reinforced online [34].…”
Section: Discussionsupporting
confidence: 89%
“…Third, our results show that online gaming is associated with protection from loneliness and social isolation. This can be a meaningful nding among the social discourse with regard to the effects of online gaming [32,33]. The ndings of this investigation are consistent with recent research which suggests that use of virtual reality can positively affect emotion, and that interpersonal connections can be reinforced online [34].…”
Section: Discussionsupporting
confidence: 89%
“…46,47 Given the greater uptake of video games among adolescents who eventually develop PEs, as the results suggest, it is worth-while to consider whether leveraging video games as therapeutic tools can increase the reach and accessibility of early intervention services. 48…”
Section: Discussionmentioning
confidence: 99%
“…Australasian Psychiatry 32 (1) youth in at-risk, to mild, and moderate mental ill-health categories. 14 This is in addition to interest regarding 'Serious games' that apply the positive properties of games to provide therapy and support to patients. 15 There is also evidence that commercial videogames are therapeutic for people with diverse challenges, including increasing social connectedness in young men with Duchenne muscular dystrophy, 16 and are associated with improved physical condition, neurocognition, social functioning, self-efficacy and quality of life in people with schizophrenia.…”
Section: Table 1 Glossary Of Gaming Termsmentioning
confidence: 99%