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...

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Main Authors: Manuela Ferrari, Judith Sabetti, Sarah V. McIlwaine, Sahar Fazeli, S. M. Hani Sadati, Jai L. Shah, Suzanne Archie, Katherine M. Boydell, Shalini Lal, Joanna Henderson, Mario Alvarez-Jimenez, Neil Andersson, Rune Kristian Lundedal Nielsen, Jennifer A. Reynolds, Srividya N. Iyer
Format: Article
Language:English
Published: Frontiers Media S.A. 2022-04-01
Series:Frontiers in Digital Health
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fdgth.2022.814248/full
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author Manuela Ferrari
Manuela Ferrari
Judith Sabetti
Sarah V. McIlwaine
Sarah V. McIlwaine
Sahar Fazeli
Sahar Fazeli
S. M. Hani Sadati
S. M. Hani Sadati
Jai L. Shah
Jai L. Shah
Jai L. Shah
Suzanne Archie
Katherine M. Boydell
Shalini Lal
Shalini Lal
Shalini Lal
Joanna Henderson
Mario Alvarez-Jimenez
Mario Alvarez-Jimenez
Neil Andersson
Neil Andersson
Rune Kristian Lundedal Nielsen
Jennifer A. Reynolds
Srividya N. Iyer
Srividya N. Iyer
Srividya N. Iyer
author_facet Manuela Ferrari
Manuela Ferrari
Judith Sabetti
Sarah V. McIlwaine
Sarah V. McIlwaine
Sahar Fazeli
Sahar Fazeli
S. M. Hani Sadati
S. M. Hani Sadati
Jai L. Shah
Jai L. Shah
Jai L. Shah
Suzanne Archie
Katherine M. Boydell
Shalini Lal
Shalini Lal
Shalini Lal
Joanna Henderson
Mario Alvarez-Jimenez
Mario Alvarez-Jimenez
Neil Andersson
Neil Andersson
Rune Kristian Lundedal Nielsen
Jennifer A. Reynolds
Srividya N. Iyer
Srividya N. Iyer
Srividya N. Iyer
author_sort Manuela Ferrari
collection DOAJ
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.
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spelling doaj.art-f8d614f9c16040bbbff36069ed1e9c572022-12-21T23:29:48ZengFrontiers Media S.A.Frontiers in Digital Health2673-253X2022-04-01410.3389/fdgth.2022.814248814248Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and PromotionManuela Ferrari0Manuela Ferrari1Judith Sabetti2Sarah V. McIlwaine3Sarah V. McIlwaine4Sahar Fazeli5Sahar Fazeli6S. M. Hani Sadati7S. M. Hani Sadati8Jai L. Shah9Jai L. Shah10Jai L. Shah11Suzanne Archie12Katherine M. Boydell13Shalini Lal14Shalini Lal15Shalini Lal16Joanna Henderson17Mario Alvarez-Jimenez18Mario Alvarez-Jimenez19Neil Andersson20Neil Andersson21Rune Kristian Lundedal Nielsen22Jennifer A. Reynolds23Srividya N. Iyer24Srividya N. Iyer25Srividya N. Iyer26Department of Psychiatry, McGill University, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDepartment of Epidemiology, Biostatistics, and Occupational Health, McGill University, Montreal, QC, CanadaDepartment of Psychiatry, McGill University, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDepartment of Integrated Studies in Education, McGill University, Montreal, QC, CanadaDepartment of Psychiatry, McGill University, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDepartment of Epidemiology, Biostatistics, and Occupational Health, McGill University, Montreal, QC, CanadaDepartment of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, ON, CanadaBlack Dog Institute and School of Psychiatry, University of New South Wales, Sydney, NSW, AustraliaDouglas Mental Health University Institute, Montreal, QC, CanadaSchool of Rehabilitation, Faculty of Medicine, Université de Montréal, Montreal, QC, CanadaHealth Innovation and Evaluation Hub, Université de Montréal Hospital Research Centre, Montreal, QC, CanadaCentre for Addiction and Mental Health, Toronto, ON, Canada0Orygen, Parkville, VIC, Australia1Centre for Youth Mental Health, The University of Melbourne, Parkville, VIC, Australia2Department of Family Medicine, McGill University, Montreal, QC, Canada3Centro de Investigación de Enfermedades Tropicales (CIET), Universidad Autónoma de Guerrero, Acapulco, Mexico4Centre for Computer Games Research, IT University of Copenhagen, Copenhagen, Denmark5Canadian Centre on Substance Abuse and Addiction, Ottawa, ON, CanadaDepartment of Psychiatry, McGill University, Montreal, QC, CanadaDouglas Mental Health University Institute, Montreal, QC, CanadaDepartment of Epidemiology, Biostatistics, and Occupational Health, McGill University, Montreal, QC, CanadaNearly 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.https://www.frontiersin.org/articles/10.3389/fdgth.2022.814248/fulldigital gamesdigital mental health interventionsvideo gamese-interventionsyouthyouth and young adults
spellingShingle Manuela Ferrari
Manuela Ferrari
Judith Sabetti
Sarah V. McIlwaine
Sarah V. McIlwaine
Sahar Fazeli
Sahar Fazeli
S. M. Hani Sadati
S. M. Hani Sadati
Jai L. Shah
Jai L. Shah
Jai L. Shah
Suzanne Archie
Katherine M. Boydell
Shalini Lal
Shalini Lal
Shalini Lal
Joanna Henderson
Mario Alvarez-Jimenez
Mario Alvarez-Jimenez
Neil Andersson
Neil Andersson
Rune Kristian Lundedal Nielsen
Jennifer A. Reynolds
Srividya N. Iyer
Srividya N. Iyer
Srividya N. Iyer
Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion
Frontiers in Digital Health
digital games
digital mental health interventions
video games
e-interventions
youth
youth and young adults
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 games
digital mental health interventions
video games
e-interventions
youth
youth and young adults
url https://www.frontiersin.org/articles/10.3389/fdgth.2022.814248/full
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