Journal article
Digital game interventions for youth mental health services (gaming my way to recovery): Protocol for a scoping review
M Ferrari, SV McIlwaine, JA Reynolds, S Archie, K Boydell, S Lal, JL Shah, J Henderson, M Alvarez-Jimenez, N Andersson, J Boruff, RKL Nielsen, SN Iyer
Jmir Research Protocols | JMIR PUBLICATIONS, INC | Published : 2020
DOI: 10.2196/13834
Open access
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 fi..
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Funding Acknowledgements
This study was supported by a combination of grants from Frayme, Networks of Centres of Excellence of Canada; the Healthy Brains, Healthy Lives (HBHL) New Recruit Start-Up Supplements Award (MF), and the Fonds de Recherche du Quebec-Sane Clinician-Scientist Award (MF).