Evidence map›Paper›PMID 32579117›Full record

ArticleJMIR research protocols2020

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

Manuela Ferrari, Sarah V McIlwaine, Jennifer Ann Reynolds, Suzanne Archie, Katherine Boydell, Shalini Lal, Jai L Shah, Joanna Henderson, Mario Alvarez-Jimenez, Neil Andersson and 3 more

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in JMIR research protocols, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04799717 (Game-based Telehealth Therapeutic Intervention in First Onset Psychosis), which is not on this map. Cited by 11 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
11citing papers in PubMed, 1 pooled it
6.2field-weighted citation impact, top 4% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04799717 completednot on this mapstarted 2021, after this paper: background citation

Game-based Telehealth Therapeutic Intervention in First Onset Psychosis

TypeobservationalSponsorStanford UniversityRan2021 to 2022Enrolled8ConditionsPsychotic Disorders, Schizophrenia Spectrum DisordersArmsGaming session
3 · Its place in the literature

Who cites it

11 citing papers in PubMed, 1 synthesis or guideline pooled it, 37 citations in OpenAlex.

  1. Pooled it
  2. Trial
  3. Article
  4. Article
  5. Article
  6. Digital interventions for substance use disorders in young people: rapid review.Substance abuse treatment, prevention, and policy · 2023
    Review
  7. Article
  8. Article
  9. Article
  10. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

13 authors at 8 institutions in 3 countries.

Manuela FerrariDouglas Mental Health University Institute, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-7530-6210
Sarah V McIlwaineDepartment of Psychiatry, McGill University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0003-4848-0712
Jennifer Ann ReynoldsResearch Chair on Gambling, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0001-5363-622X
Suzanne ArchieDepartment of Psychiatry and Behavioural Neurosciences, McMaster University, Hamilton, ON, Canada.ORCID https://orcid.org/0000-0003-1345-0468
Katherine BoydellBlack Dog Institute, Sydney, Australia.ORCID https://orcid.org/0000-0002-1464-8532
Shalini LalDouglas Mental Health University Institute, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-7501-5018
Jai L ShahDepartment of Psychiatry, McGill University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-7549-6990
Joanna HendersonCentre for Addiction and Mental Health, Toronto, ON, Canada.ORCID https://orcid.org/0000-0002-9387-5193
Mario Alvarez-JimenezOrygen, University of Melbourne, Melbourne, Australia.ORCID https://orcid.org/0000-0002-3535-9086
Neil AnderssonDepartment of Family Medicine, McGill University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0003-1121-6918
Jill BoruffDepartment of Pharmacology and Therapeutics, McGill University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-0338-7322
Rune Kristian Lundedal NielsenCentre for Computer Games Research, IT University of Copenhagen, Copenhagen, Denmark.ORCID https://orcid.org/0000-0002-7209-9041
Srividya N IyerDepartment of Psychiatry, McGill University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0001-5367-9086
McGill University · CADouglas Mental Health University Institute · CABlack Dog Institute · AUCentre for Addiction and Mental Health · CAConcordia University · CAIT University of Copenhagen · DKMcMaster University · CAThe University of Melbourne · AU

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDigital 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.

objectiveThe 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?

methodsUsing 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.

resultsThe 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.

conclusionsDigital 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.

Indexed as

biomedical technologymental disordersmental healthmental health servicesvideo gamesvirtual reality

Identifiers

PMID32579117
PMCPMC7381025
OpenAlexW3005331672

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.