Keyword search (4,163 papers available)

"virtual reality" Keyword-tagged Publications:

Title Authors PubMed ID
1 Cross-modal synchrony between music and visual motion modulates vection, urge to move, and comfort in VR Van Kerrebroeck B; Spiech C; Penhune V; Wanderley MM; 41867666
PSYCHOLOGY
2 Towards user-centered interactive medical image segmentation in VR with an assistive AI agent Spiegler P; Harirpoush A; Xiao Y; 41509996
ENCS
3 Exploring interaction paradigms for segmenting medical images in virtual reality Jones Z; Drouin S; Kersten-Oertel M; 40402355
ENCS
4 iSurgARy: A mobile augmented reality solution for ventriculostomy in resource-limited settings Asadi Z; Castillo JP; Asadi M; Sinclair DS; Kersten-Oertel M; 39816703
ENCS
5 PreVISE: an efficient virtual reality system for SEEG surgical planning Spiegler P; Abdelsalam H; Hellum O; Hadjinicolaou A; Weil AG; Xiao Y; 39735694
ENCS
6 Virtual reality-based preoperative planning for optimized trocar placement in thoracic surgery: A preliminary study Harirpoush A; Rakovich G; Kersten-Oertel M; Xiao Y; 39720764
ENCS
7 A usability analysis of augmented reality and haptics for surgical planning Kazemipour N; Hooshiar A; Kersten-Oertel M; 38942947
ENCS
8 Virtual and Augmented Reality in Ventriculostomy: A Systematic Review Alizadeh M; Xiao Y; Kersten-Oertel M; 38823448
ENCS
9 Exploring the challenges of avoiding collisions with virtual pedestrians using a dual-task paradigm in individuals with chronic moderate to severe traumatic brain injury de Aquino Costa Sousa T; Gagnon IJ; Li KZH; McFadyen BJ; Lamontagne A; 38755606
PERFORM
10 Effects of color cues on eye-hand coordination training with a mirror drawing task in virtual environment Alrubaye Z; Hudhud Mughrabi M; Manav B; Batmaz AU; 38288362
ENCS
11 At-home computerized executive-function training to improve cognition and mobility in normal-hearing adults and older hearing aid users: a multi-centre, single-blinded randomized controlled trial Downey R; Gagné N; Mohanathas N; Campos JL; Pichora-Fuller KM; Bherer L; Lussier M; Phillips NA; Wittich W; St-Onge N; Gagné JP; Li K; 37864139
PERFORM
12 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
13 Effects of Age on Dual-Task Walking While Listening Victoria Nieborowska 30239280
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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