Evidence map›Paper›PMID 40889981›Full record

ArticleBMJ open2025

Understanding the game experiences and mental health of youth: protocol for the Game-in-Action Quebec cohort study.

Vincent Paquin, Ian Raugh, Megan Davies, Martin Lepage, Katie M Lavigne, Jacinthe Dion, Amal Abdel-Baki, Jai L Shah, Srividya N Iyer, Manuela Ferrari

Abstract read
In one paragraph

Article in BMJ open, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

10 authors.

Vincent PaquinDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.ORCID http://orcid.org/0000-0001-9589-039X
Ian RaughDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.
Megan DaviesDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.
Martin LepageDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.
Katie M LavigneDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.ORCID http://orcid.org/0000-0002-3918-691X
Jacinthe DionDépartement de psychologie, Université du Québec à Trois-Rivières, Trois-Rivières, Quebec, Canada.
Amal Abdel-BakiDépartement de psychiatrie, Université de Montréal, Montreal, Quebec, Canada.
Jai L ShahDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.ORCID http://orcid.org/0000-0002-7549-6990
Srividya N IyerDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada.
Manuela FerrariDepartment of Psychiatry, McGill University, Montreal, Quebec, Canada manuela.ferrari@mcgill.ca.ORCID http://orcid.org/0000-0002-7530-6210

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionVideo games have been linked to a range of positive and negative effects on the mental health of adolescents and young adults. However, to better understand how games affect the mental health of young people, their use and experiences must be situated in the sociocultural and personal life contexts of individuals. Drawing from a cultural-ecosocial approach, this study combines cross-sectional and digital phenotyping measures to examine the effects of video games on the mental health of youth. METHODS AND ANALYSIS: Participants will be young people aged 16-25 years from the community and living in the province of Quebec, Canada. An initial sample of 1000 youth will complete a cross-sectional survey online, including measures of socio-demographic context, gaming practices and experiences, streaming practices and experiences, as well as personality and well-being. Qualitative questions will explore personal views on games and mental health. A subsample of 100 participants will be selected for digital phenotyping, including daily surveys of well-being, gaming, streaming and social experiences, combined with passive mobile sensing (eg, geolocation). Analyses will include regression and mixed models for quantitative data, reflexive thematic analysis for qualitative data, and an integration of quantitative and qualitative results using participatory methods. ETHICS AND DISSEMINATION: The study received ethical approval from the Institutional Review Board of McGill University (24-02-015). The dissemination of results will be conducted in partnership with a multi-stakeholder advisory committee, including youth who play video games, and will involve peer-reviewed publications, presentations to policymakers in Quebec, and workshops for clinicians and researchers.

Indexed as

Mental HealthVideo GamesAdolescentAdultCross-Sectional StudiesFemaleHumansMaleQuebecResearch DesignSurveys and QuestionnairesYoung AdultBehaviorDigital TechnologyInternetMENTAL HEALTHSocial InteractionSocial Support

Identifiers

PMID40889981
PMCPMC12406825

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.