Keyword search (4,164 papers available)

"games" Keyword-tagged Publications:

Title Authors PubMed ID
1 Connect Brain, a Mobile App for Studying Depth Perception in Angiography Visualization: Gamification Study Titov A; Drouin S; Kersten-Oertel M; 41341989
ENCS
2 Education in Laparoscopic Cholecystectomy: Design and Feasibility Study of the LapBot Safe Chole Mobile Game Noroozi M; St John A; Masino C; Laplante S; Hunter J; Brudno M; Madani A; Kersten-Oertel M; 39052314
ENCS
3 LapBot-Safe Chole: validation of an artificial intelligence-powered mobile game app to teach safe cholecystectomy St John A; Khalid MU; Masino C; Noroozi M; Alseidi A; Hashimoto DA; Altieri M; Serrot F; Kersten-Oertal M; Madani A; 39009730
ENCS
4 Simulated Gambling: An Explorative Study Based on a Representative Survey Fiedler I; Ante L; Meduna MV; Steinmetz F; Kairouz S; Costes JM; 36757603
SOCANTH
5 Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study Silva-Lavigne N; Valderrama A; Pelaez S; Bransi M; Balli F; Gervais Y; Gaudy T; Tse SM; 35389354
CONCORDIA
6 Play the Pain: A Digital Strategy for Play-Oriented Research and Action Najmeh Khalili-Mahani 34975566
PERFORM
7 Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy Tsui TYL; DeFrance K; Khalid-Khan S; Granic I; Hollenstein T; 34403591
PSYCHOLOGY
8 Multilevel Contextual Analysis of Poker Cash Game Gambling Dussault F; Brunelle N; Dufour M; Kairouz S; 33538954
PSYCHOLOGY
9 Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN 32579117
CONCORDIA
10 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B 32213474
PERFORM
11 Exergaming in Youth and Young Adults: A Narrative Overview O' Loughlin EK; Dutczak H; Kakinami L; Consalvo M; McGrath JJ; Barnett TA; 32017864
PERFORM
12 Factors Associated with Sustained Exergaming: Longitudinal Investigation. O'Loughlin EK, Barnett TA, McGrath JJ, Consalvo M, Kakinami L 31368440
CONCORDIA
13 Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. Khalili-Mahani N, De Schutter B 31172966
PERFORM

 

Title:Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review.
Authors:Ferrari MMcIlwaine SVReynolds JAArchie SBoydell KLal SShah JLHenderson JAlvarez-Jimenez MAndersson NBoruff JNielsen RKLIyer SN
Link:https://www.ncbi.nlm.nih.gov/pubmed/32579117?dopt=Abstract
DOI:10.2196/13834
Publication:JMIR research protocols
Keywords:biomedical technologymental disordersmental healthmental health servicesvideo gamesvirtual reality
PMID:32579117 Category:JMIR Res Protoc Date Added:2020-06-25
Dept Affiliation: CONCORDIA
1 Douglas Mental Health University Institute, Montreal, QC, Canada.
2 Department of Psychiatry, McGill University, Montreal, QC, Canada.
3 Research Chair on Gambling, Concordia University, Montreal, QC, Canada.
4 Department of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, ON, Canada.
5 Black Dog Institute, Sydney, Australia.
6 School of Rehabilitation, Faculty of Medicine, University of Montreal, Montreal, QC, Canada.
7 Health Innovation and Evaluation Hub, University of Montreal Hospital Research Centre, Montreal, QC, Canada.
8 Centre for Addiction and Mental Health, Toronto, ON, Canada.
9 Orygen, University of Melbourne, Melbourne, Australia.
10 Department of Family Medicine, McGill University, Montreal, QC, Canada.
11 Department of Pharmacology and Therapeutics, McGill University, Montreal, QC, Canada.
12 Centre for Computer Games Research, IT University of Copenhagen, Copenhagen, Denmark.

Description:

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

JMIR Res Protoc. 2020 Jun 24;9(6):e13834

Authors: Ferrari M, McIlwaine SV, Reynolds JA, Archie S, Boydell K, Lal S, Shah JL, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen RKL, Iyer SN

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.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): PRR1-10.2196/13834.

PMID: 32579117 [PubMed - as supplied by publisher]





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